In this section you will find usefull tips to improve your workflow, and hopefully some information you didn’t know about. This page will be updated regularly. If you find it usefull leave a comment below, or share your tip so we can add to this list.
#01 Access last selected nodes in the Attribute editor
Sometimes you have to open multiple times the outliner, hypershade or node editor to select nodes, but if you already used that node before it will show in your Attribute Editor, in the Focus menu item. This way you can access your last selected nodes. I use this one all the time.
#02 Using the renderview for modeling reference
If you are not lucky enough to work with 2 monitors, when referencing images you have to jump between applications or load additional image planes with the images you need. For instance, when modeling you need to always check your reference images. In this situations I like to use the maya renderview, loading all the images needed and using the save option I can change the image dragging the scrollbar or arrows. The renderview is a floating window and will work just like any other “AlwaysOnTop” windows app inside maya.
On top of that I use a little script to clean everything from the renderview, like the menu, toolbar and text. When I finish it I go back to the original state of course. For that run agin the line 6 and in the line 7 instead of 0 set it to 1, all the other options will be back when you render again.
import maya.cmds as cmds import maya.mel as mel rv = cmds.getPanel(sty='renderWindowPanel') mel.eval('renderWindowMenuCommand toolbar renderView;') # hide the toolbar cmds.scriptedPanel(rv , e=True, mbv=0 ) # hide the menu cmds.renderWindowEditor(rv,e=1,cap=0) # hide the text/captions/renderInfo cmds.renderWindowEditor(rv,e=1,rs=1) # set the images to real size (optional)
#03 Quick merge vertices on top of each other
Sometimes I need to extract parts of an object to deal with UV’s for example, and then it can be a pain to merge it again with the merge vertices treshold, having to select all the coincident vertices after combining the geometry. If it’s in an edge loop, select 2 edges on top of each other, ctrl right click > edge loop utilities > to edge loop . This will select both of your edge loops, now ctrl right click > to vertices and use the merge vertices command (shift right click > merge vertices). Also keep your eye in the polycount so you can confirm the number of vertices.
#04 Hyperbolic channel box slider
Depending on your scene’s scale it can be tedious to change an extrusion offset/tickness for example with the default slider controls. Even in the slowest option, sometimes I have an hard time, and I found that changing the channel slider setting to hyperbolic will give more precise control for the small numbers. Try it yourself. Although this option will increase the speed in a non-linear way.
#05 Pivot point transform display
In maya you can display a pivot point of an object using the main menu display >> transform display >> local rotation axis. This is usefull for example when you want to rotate an object around other, and you need to snap the pivot point to the center of the “main” object. When you don’t need it anymore acess the same menu command to hide it.