Template:Maya 2017 - Interface

From TOI-Pedia

Every program has an interface to communicate with the user. The layout of an interface has a certain logic to it, so the user can easily find a function without having to know all the positions of the different functions by heart. So if you know how an interface works you will find everything a lot faster.

Mostly you will work from left to right, from top to bottom; the commands you will use first (like opening a file) are placed in the upper left corner, and information about created objects can be found on the right.

Menu

The layout of the menu bar is the same as the overall interface; frequently used commands are placed on the left. Because Maya has many menus for various tasks, the menu bar has been split into a fixed part (File, Edit, Create, Select, Modify, Display, Windows,[...] ,Cache, Help) and a part that can be set to a specific task using a Pull-down menu. This pull-down is located on the left side, directly beneath the File and Edit menus:

Maya Interface pulldown.png

When you change the pull-down menu from Modeling to Animation, the menus after 'Windows' are changed to the menus specific for animation:

Maya interface animation.png

And below when set back to Modeling:

Maya Interface modeling.png

Let's take a closer look at the 'Modeling' set menu bar. It starts with four items for polygonal mesh objects: Mesh, Edit Mesh, Mesh Tools, Mesh Display. Mesh contains commands for changing polygon objects. The next two menus are Edit Mesh and Mesh tools: functions to add/remove polygon objects and/or components to polygone meshes. Mesh Display contains helpful display functions for polygonal objects/components.

Menus Curves and Surfaces contain commands related to NURBS curves and surfaces.

It's impossible to know every command by heart. But when you see the logic of the way all commands are structured in the menus, it shouldn't take too long to find what you're looking for.

Toolbox

On the left side next to the viewport you find the toolbox. Here you can find the selection tool and the Transformation tools you can use to move, rotate or scale objects. The Show Manipulator Tool offers a more advanced manipulator that allows multiple transformations simultaneously and is geared towards custom operations on specific objects.

Below these tools you find the viewport tools; one perspective viewport, 1 perspective and 3 orthogonal viewports, and viewport with outliner. In the outliner you can find a list of objects in your scene.

Maya Interface toolbox.png

Statusline

Below the Menu bar we find the Status Line. Various functions are located here: first the file buttons, then the selection options and masks, snap buttons, rendering buttons, the input box and finally the sidebar buttons.

Maya interface statusline.png

Viewports

By default the workspace shows one single panel with a default view of your scene (with standard grid). This panel shows your scene as viewed from the standard perspective camera (persp). When you navigate through your scene the camera you look through is actually moved.


Interface 0.jpg


You can use the Quick Layout Buttons (below the Tool Box) to change to the Four View. This will replace the single panel with 4 panels: 3 orthogonal views ( front, side and top) and one perspective (persp).


Interface 3viewports.jpg


You can quickly switch from the Four View to a Single View by tapping your space bar while hovering your mouse over the panel you want to enlarge. When you tap space again, you will switch back.

You can change the camera that is shown in each of the views by using the pull-down menu Panels in the panel. Here you can switch between the different cameras. You can find the cameras in either the Perspecitive or Ortographics sub-menus, depending on the type of camera.


Maya Viewport panelsmenu.png

Navigate

To navigate in 2D and 3D space you have to use Alt in combination with the mouse buttons.

Alt + left mouse button: rotate (tumble)
Alt + middle mouse button: pan (track)
Alt + right mouse button: move closer or farther (dolly)

Using Alt + Ctrl + left mouse button will allow you to draw a box to move closer or farther (dolly). In most cases you can also use the scroll wheel on your mouse to dolly in or out, although it may be less smooth and precise.

When you are moving around keep an eye on your coordinate system: the y-axis should point up.

Interface navigate.jpg

Channelbox

The Channelbox is on the right side of the screen. In this menu you will find all the properties of the selected object, and you can change those properties. If you apply a certain operation on an object, Maya will remember this. This is called the construction history of an object and that is also shown here.

Interface channelbox.jpg

If you create an object in Maya it will automatically get a unique name. When you are building a large building or model it can be useful to change the standard name of an object to something that makes a little more sense to humans. This can help you finding and selecting objects in larger scenes. You can change a name by clicking on the standard name in the channelbox. When you have already used a name, e.g: door and you name another object door, Maya will automatically suffix a number, making the name unique. So your new door will be named door1 and so on.

Interface channelbox2.jpg

In the Outliner you can select objects by name, so giving them a logical name can be very useful.

Script Editor

Maya is a very broad software application with numerous possibilities and applications. Nevertheless it's flexibility is one of the key features: there are several options to tailor the program to your own needs and demands and to add new functionality yourself. One of the key components to do that is the Maya scripting language, MEL. MEL stands for Maya Embedded Language. In fact the entire interface of Maya as you know it is written in MEL. Everything you do and see in the interface corresponds with one or more MEL commands.

Below the ChannelBox you see a white line and a gray line. On the right to the gray line there is one button, here you find the script editor (also; you can open the Script Editor through Windows » General Editors » Script Editor. This interface is used to enter commands and scripts, but the history panel also provides feedback. On the left the chosen script language can be changed. If you want to execute a MEL script, make sure it says MEL on the left.

Maya Interface scripteditor.png

If the Script Editor is opened, you'll see a window similar to the image below. The window is divided in two parts: The top part is the history, the bottom part is where you can type. Here you can also choose between scripting in MEL or in Python. The history probably already contains some output. You'll notice that most actions in Maya result in output in the history panel. It shows the commands that are being executed and the results of those commands. In this image you can see part of the commands used to make the objects.


Interface scripteditor002.jpg

Display options

Maya has different options for displaying the objects. When you start Maya will show objects as green lines (when selected) and blue lines, when not selected, the so called wireframe mode. You can also get to this mode pressing 4 on your keyboard. If you want to see shaded objects you press 5. (See below)

Interface displayoptions.jpg


Other display options you can get by pressing 6 and 7. 6 will show you textures and 7 will show the light setup and possible shadows.

If you press 8 the Paint Effects panel will become active. By pressing 8 again you will go back to the normal view. You can go back to a 'normal' tool by selecting the Select, Move or any other tool from the Tool Box.
If you press 2 or 3 when one or more polygon objects are selected, Maya will change the display for these objects to smooth display. Press 1 to go back to the default display.
Personal tools
Actions
Navigation
Tools