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The Shelf is located below the Status Line, as shown in Figure The Shelf is divided into two parts. The upper part in the Shelf consists of different Shelf tabs and lower part displays the icons of different tools. The icons displayed in this area depend on the tab chosen, refer to Figure You can also customize the Shelf as per yourrequirement. To do so, press and hold the left mouse button over the Menu of items to modify the shelf button, refer to Figure ; a flyout will be displayed, as shown in Figure Various options in this flyout are discussed next.

The Shelf Tabs option is used to toggle the visibility of the Shelf tabs. On choosing this option, the Shelfs tabs will disappear, and only the tool icons corresponding to the selected tab will be visible. The Shelf Editor option is used to create a Shelf and edit the properties of an existing Shelf. When this option is chosen, the Shelf Editor will be displayed in the viewport, as shown in Figure In the Shelf Editor , you can change the name and position of shelves and their contents.

You can also create a new shelf and its contents using the Shelf Editor. The Navigate Shelves option is used to choosethe previous or next Shelf of the currently chosen Shelf. On choosing this option, a cascading menu will be displayed, as shown in Figure The options in the cascading menu are discussed next. The Previous Shelf option is used to choose the Shelf that comes before the currently chosen Shelf. For example, choose the Rendering tab; the rendering specific icons will be displayed.

Next, press and hold the left mouse button over the Menu of items to modify the shelf option; a flyout will be displayed. Choose Navigate Shelves from the flyout; a cascading menu is displayed.

From the cascading menu, choose Previous Shelf ; the Animation tab is chosen displaying the dynamic specific icons. The Next Shelf option is used to choose the shelf that comes after the currently chosen Shelf. The Jump to Shelf option is used to choose the specific Shelf by entering its name. On choosing this option, the Jump to Shelf window will be displayed, as shown in Figure Enter the name of the shelf in the Shelf Name text box and choose the OK button; the Shelf tab with icons specific to the corresponding shelf are displayed.

The New Shelf option is used to add a new Shelf tab to the existing Shelf. On choosing this option, the Create New Shelf window will be displayed, as shown in Figure Enter a name for the new Shelf and choose the OK button; a new Shelf will be created, as shown in Figure The Delete Shelf option is used to delete a shelf.

On choosing this option, the Confirm message box will be displayed, as shown in Figure Choose the OK button to delete the selected Shelf. The Load Shelf option is used to load the shelf that was saved previously.

When this option is chosen, the Load Shelf window will be displayed. You can choose the previously saved shelf from this window; the desired Shelf tab will be displayed in the shelf. The Save all Shelves option is used to save the shelves, so that you can use them later while working in Maya.

The Tool Box is located on the left side of the workspace. It comprises of the most commonly used tools in Maya. In addition to the commonly used tools, the Tool Box has several other options or commands that help you change the layout of the interface. Various tools in the Tool Box are discussed next. The Select Tool is used to select the objects created in the viewport. To select an object, invoke the Select Tool from the Tool Box and click on an object in the viewport; the object will be selected.

On invoking this tool, the manipulators will not be activated. The Lasso Tool is used to select an object by using a free hand marquee selection. This tool is very much similar to the Select Tool. To select an object, invoke the Lasso Tool ; the cursor will change to a rope knot. Next, press and hold the left mouse button and drag the cursor in the viewport to create a selection area around the object. Then, release the left mouse button; the object inside the selection area will be selected.

The Paint Selection Tool is used to select various components of an object. To select various components of an object, invoke the Select Tool from the Tool Box and select an object in the viewport. Next, press and hold the right mouse button over the selected object; a marking menu will be displayed.

Choose Vertex from the marking menu to make the vertex selection mode active. Next, press and hold the left mouse button and drag the cursor over the object to select the desired vertices. To go back to the object mode, invoke the Select Tool and then press and hold the right mouse button; a marking menu will be displayed. Choose Object Mode from the marking menu to make the vertex selection mode inactive.

You can also increase the size of the Paint Selection Tool cursor. To do so, press and hold the B key on the keyboard. Next, press and hold the left mouse button in the viewport and drag the cursor to adjust the size of the brush. The Move Tool is used to move an object from one place to another in the viewport.

To do so, invoke Move Tool from the Tool Box; the cursor will change to an arrow with a box at its tip. Select the object in the workspace that you want to move. To use the Move Tool , you need to create an object in the viewport. A sphere will be created. Now, invoke the Move Tool from the Tool Box and select the object created by clicking on it; the Move Tool manipulator will be displayed on the selected object with three color handles, as shown in Figure These three color handles are used to move the object in the X, Y, or Z direction.

The colors of the handles represent three axes; red represents the X-axis, green represents the Y-axis, and blue represents the Z-axis. At the intersection point of these handles, a box will be displayed that can be used to move the object proportionately in all the three directions.

Press and hold the left mouse button over the box and drag the cursor to move the object freely in the viewport. Change the settings as per your requirement in this window. By default, the pivot point is located at the center of the object.

To change the pivot point, make sure that the Move Tool is invoked and then press the INSERT key; the pivot point will be displayed in the viewport, as shown in Figure Move the pivot point to adjust its position. You can also put the pivot at the center of the object. You can also adjust the pivot point by pressing and holding the D key and moving the manipulator. A pivot is a point in 3D space that is used as a reference point for the transformation of objects. To rotate an object in the viewport, select the object and invoke the Rotate Tool from the Tool Box; the Rotate Tool manipulator will be displayed on the object, as shown in Figure The Rotate Tool manipulator consists of three colored rings.

The red ring represents the X axis, whereas the green and blue rings represent the Y and Z axes, respectively. Moreover, the yellow ring around the selected object helps you rotate the selected object in the view axis.

On selecting a particular ring, its color changes to yellow. You can change the default settings of the Rotate Tool by double-clicking on it in the Tool Box. This window contains various options for rotation. You can change the settings in this window as required. To scale an object in the viewport, select the object and invoke Scale Tool from the Tool Box; Scale Tool manipulator will be displayed on the object, as shown in Figure The Scale Tool manipulator consists of three boxes.

The red box represents the X axis, whereas the green and blue boxes represent the Y and Z axes, respectively. Moreover, the yellow colored box in the center lets you scale the selected object uniformly in all axes. On selecting any one of these colored scale boxes, the default color of the box changes to yellow.

You can also adjust the default settings of Scale Tool by double-clicking on it in the Tool Box. While rotating, moving, or scaling an object, different colored handles are displayed. These handles indicate different axes.

You can use this color scheme while working with three transform tools as well. The red, green, and blue colors represent the X, Y, and Z axes, respectively. The Last Tool Used tool is used to invoke the last used or the currently selected tool. This tool displays the icon of the last used tool or currently active tool. Using the buttons in the Quick Layout buttons area, refer to Figure , you can the toggle the display of layouts as required.

You can also change the display of layout buttons. To do so, right-click on one of the Quick Layout buttons; a shortcut menu with various layout options will be displayed, as shown in Figure Next, choose any of the layout from the shortcut menu as per your need; the current layout will be replaced by the chosen layout. Using these buttons, you can also edit the current layout. To do so, right-click on the Quick Layout buttons; a shortcut menu will be displayed. Choose Edit Layouts from the shortcut menu; the Panels window will be displayed, as shown in Figure The Time Slider and the Range Slider, as shown in Figure , are located at the bottom of the viewport.

These two sliders are used to control the frames in animation. The Time Slider comprises of the frames that are used for animation. There is an input box on the Time Slider called Set the current time , which indicates the current frame of animation. The keys in the Time Slider are displayed as red lines. The Time Slider displays the range of frames available in your animation. In the Time Slider, the grey box, known as scrub bar, is used to move back and forth in the active range of frames available for animation.

The Playback Controls at the extreme right of the current frame help you to play and stop the animation. The Range Slider located below the Time Slider is used to adjust the range of animation playback. The Range Slider shows the start and end time of the active animation. The edit boxes both on the left and right of the Range Slider direct you to the start and end frames of the selected range.

The length of the Range Slider can be altered using these edit boxes. At the right of the Set the end time of the animation input box is the Set the active animation layer button. This feature gives you access to all the options needed to create and manipulate the animation layers.

This option helps you to blend multiple animations in a scene. The Set the current character set is located on the right of the Range Slider. It is used to gain automatic control over the character animated object. There are two buttons on the extreme right of the Range Slider: Auto keyframe toggle and Animation preferences. These buttons are discussed next. The Auto keyframe toggle button is used to set the keyframes. This button sets the keyframe automatically whenever an animated value is changed.

Its color turns blue when it is activated. The Animation preferences button is used to modify the animation controls. On choosing this button, the Preferences window will be displayed, as shown in Figure In the Preferences window, the Time Slider option is selected by default in the Categories area. You can set the animation controls in the Time Slider and Playback area of the Preferences window. Choose the Save button to save the changes and close the window.

The Command Line is located below the Range Slider. Choose the MEL button to switch between the two scripts. The MEL button is. Open navigation menu.

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Save Geospatial visualisations matter – Civil engineering meets online gaming: Removing the barriers to entry by making it easy to create immersive geodata visualisations that tell a story and explain a process. Related articles. Old And New Together. Maya Creative. Maya Character Development. Autodesk Maya Basics.

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Slot Car Addiction. Bashing Buildings. Related categories Skip carousel. Reviews for Autodesk Maya What did you think? Rate as 1 out of 5, 1 stars. Rate as 2 out of 5, 2 stars. Rate as 3 out of 5, 3 stars. Rate as 4 out of 5, 4 stars. Rate as 5 out of 5, 5 stars. Write a review Review must be at least 10 words. Menubar The menubar is available just below the title bar. Status Line The Status Line is located below the menubar. File Buttons Group The buttons in this group are used to perform different file related operations, refer to Figure Create a new scene The Create a new scene button is used to create a new scene.

Open a scene The Open a scene button is used to open a file created earlier. Folder Bookmarks The bookmarks section is used to access the folders in your computer. Set Project This button is used to set a new project by replacing the current project.

Save the current scene The Save the current scene button is used to save the current scene. Selection Set Icons Group The Selection Set Icons group shown in Figure is used to define the selection of objects or the components of objects from the viewport.

Select by hierarchy and combinations The Select by hierarchy and combinations button is used to select a group of objects in a scene in a hierarchical order. Select by object type The Select by object type button is used to select only a single object from a group of objects in a scene. Select by component type The Select by component type button is used to select the components of an object, such as vertices or faces. Selection Mask Icons Group The Selection Mask Icons group comprises of selection filters that help you in selecting objects or their components in the viewport.

Set the object selection mask The Set the object selection mask button is used to switch all the selection icons on or off. Note If the All objects off option is chosen, you cannot select any object in the viewport. Select handle objects The Select handle objects button allows you to select IK handles and selection handles.

Select joint objects The Select joint objects button is used to select only the joints of the objects while animating or rigging them. Select curve objects The Select curve objects button is used to select the NURBS curves, curves on the surface, and paint effects strokes in the viewport.

Select deformations objects The Select deformations objects button is used to select the lattices, clusters, nonlinear, and sculpt objects in the viewport. Select dynamic objects The Select dynamic objects button is used to select the dynamic objects in the viewport.

Select rendering objects The Select rendering objects button is used to select the lights, cameras, and textures in the viewport. Select miscellaneous objects The Select miscellaneous objects button is used to select miscellaneous objects such as IK End Effectors, locators, and dimensions in the viewport. Highlight Selection mode is on The Highlight Selection mode is on button is used to turn off the automatic display of the components.

Snap to grids The Snap to grids tool is used to snap an object to the closest grid intersection point. Snap to curves The Snap to curves button is used to snap an object to the curve in the viewport. Snap to points The Snap to points button is used to snap the selected objects to the closest control vertex or pivot point. With multi-threaded processing, as well as a new bounding box and a reduction in polygon count, you can quickly create a preview image.

The execution of interactive functions has been accelerated and the preparation time for primitives on the selected surface has been reduced. Cached data and animated mesh objects greatly simplify fluid management.

Options such as full depth and low resolution can be selected and changed. These capabilities allow you to simulate waves and other similar effects in high detail.

While maintaining the basic state of the items, you can iterate in high resolution. The adaptive Aero Solver in BiFrost makes it easy to create complex atmospheric effects smoke, fog.

It is possible to model objects with the required detail and physical correspondence to real objects. The accuracy of the models is much higher than with Maya Fluid Effects. Modeling in low resolution Aero achieves higher detail resolution in the model.

It is possible to define high-resolution regions within broad computational domains. The implementation of a new multi-threaded system provides the ability to calculate tooling in parallel. The built-in performance profiler makes it easy to handle scenes and work with plug-ins. To smooth out deformations, you can use the Delta Mush deformer, which is suitable for modeling skinning, smoothing rough surfaces, and correcting models after shooting.

The tool was added at the request of users. The new sculpting toolkit makes it much easier to create a wide variety of models. Improved detail and resolution are supported.

When working with a brush, you can use a number of functions, including Volume and Surface falloff, image stamps, vector offset stamps. Work with UV-textures is supported. Autodesk Maya Product Features High speed of creating models and levels of video games with high-quality graphics; Cache storage and processing; Hotkeys support; Getting geometric shapes with smoothed corners; Built-in library of tools for modeling: moving, rotating, scaling and transforming objects in the direction of two axes; Automatic highlighting of individual elements edges, vertices of an object; Tools for texturing and creating complex models in interactive mode; Functional built-in sweep editor; A large collection of graphic and animation effects; Built-in visualizer; Support for working with layers.

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Learn more about converting a trial to a paid subscription. All rights reserved. Try Maya free for 30 days. Create expansive worlds, complex characters, and dazzling effects. Download free trial.

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Company overview. Investor relations. Diversity and belonging. Autodesk Foundation. Contact us. Students and educators. Affiliate program. Autodesk Maya 3D animation, modeling, simulation, and rendering software helps artists work faster with enhancements to existing workflows and new tools. UV editor workflow, look and feel. Clump modifier for interactive grooming, Autodesk Maya Generate realistic clumping effects in hair and fur for more natural-looking hair.

After Effects live link. Additional MASH nodes. The MASH toolset gives you new nodes curve, signal, world, placer, and more , as well as updates to existing nodes.

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You have been detected as being from. Where applicable, you can see country-specific product information, offers, and pricing. Maya lets you create your vision, down to the smallest detail. Create hair and fur styles with intuitive, brush-based tools. Build character rigs that can handle complex and detailed movements. Maya has the right set of tools to realize your vision down to the smallest details. Click the icons to discover. Watch video min.

Fast performance Character creation toolset Customizable workflows. Arnold is now the default renderer built into Maya. Animate your characters faster and view feedback in real time. Intuitive brush-based tools to create natural-looking hair and fur.

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