3D Studio Max to Maya - A Transition Guide
Author: EmEy Druckmann -
This document will familiarize 3D Studio Max users with Maya.
Workflow differences:
By default Maya exposes a lot more to the user with very few presets. 3D Studio Max on the other hand hides a lot from the user but adds more presets and canned solutions.
Traditionally 3D Studio Max is set for a linear work flow with a particular workflow in mind. Maya's open architecture allows the user to work in a non-liner fashion creating personal workflow.
Things to keep in mind:
The menus in Maya are grouped into menu sets. Each menu set corresponds to a module of the software: Animation, Modeling, Dynamics, and Rendering. As a user switches between menu sets, the right-hand menus change, but the left-hand menus remain the same. menu sets can be changed by a drop down menu or by the following hotkeys:
"f2" Animation
"f3" Modeling
"f4" Dynamics
"f5" Rendering
Feature Comparison Spread Sheet:
For your reference, all of the major functional areas of 3D Studio Max are matched with their equivalents in Maya in the table below. This doesn't mean that the suggested tools or workflow are ideal.
General UI and Menu Sets
3D Studio Max 4.0 |
Maya 4.0 |
File > Reset |
Window > Setting / Preferences > Preferences Edit Restore Default Settings |
Undo Redo |
Ctrl + z or z (lower case) Shift + z |
Schematic View |
Window > Hypergraph |
Material Editor |
Window > Rendering Editors > Multilister Note: Max users will find The Multilister similar to the Max's Material Editor but should be encouraged to use the Hypershade which represents material connections in a graphical manner |
Track View Function Curves |
Window > Animation Editors > Dope Sheet Window > Animation Editors > Graph Editor |
MaxScript Listener |
MEL Script Editor and/or Command Line |
Time Configuration |
Animation Preferences |
Display > Named Selection Sets |
Display> and/or Show> Create > Sets > Note: Maya Has a Layer Editor that can assist in the selection and display of object in the scene |
Camera Control and View manipulation
Arc Rotate |
Tumble Tool or ALT and LMB |
Pan |
Track Tool or ALT and MMB |
Zoom |
Zoom Tool or ALT CTR and LMB |
Zoom Extents |
View > Frame All or hot key "a" |
Min / Max Toggle |
Space Bar (quickly tap) |
Geometry Types
Polygon Modeling |
Polygon Modeling |
Subdivision Surfaces - "Mesh Smooth" |
Subdivision Modeling - "Hierarchical" |
Patch Surface Modeling (Bezier Poly surfaces) |
Bezier surfaces (Besier Control for NURBS) |
NURBS Modeling |
NURBS Modeling |
Drawing Curves: |
Drawing Curves: |
Bezier curves. |
NURB curves |
Object Creation
Create > Standard Primitives > Create > Particle Systems > Create > Lights > Create > Cameras > Create > Helpers > Create > Space Warps > Forces > Create > Geometric/Deferrable > Create > Modifier-Based > |
Create > ? Primitives > Particles > Create > Lights > Create > Cameras > Create > Measure Tools > Fields > Deform > Create Nonlinear > ... Deform > Create Nonlinear > ... |
Duplicate Mirror Selected objects Array |
Edit > Duplicate Scale Object on negative axis Duplicate Options Box |
Dummy Object |
Create > Locator |
Loft |
Extrude |
Selection and Transformation
Select Object Select And Move Select And Rotate Select And Scale Reference Coordinate System |
Select Tool or hotkey "q" Move Tool or hotkey "w" Rotate Tool or hotkey "e" Scale Tool or hotkey "t" Double Click on The Tool |
Angle Snap |
Rotate Tool has a snapping option |
Select By Name |
Window > Outliner |
Selection Filter |
Select By Object Type |
Align |
Modify > Snap Align Objects > |
Animation and Hierarchy
Animate (button) * |
Auto Keyframe toggle * note: Maya does not create keyfarmes until the user creates an initial one. |
Track View Function Curves |
Window > Animation Editors > Dope Sheet Window > Animation Editors > Graph Editor |
Animation (Default settings): Bezier Position TCB Rotation - Quaternion Based Bazier Scale By default Max creates one key frame for XYZ. If user requires separate control he/she must change controller. Max has no rotation curves. It uses a custom TCB representation. |
Animation (Default settings): Position - Spline Tangent Rotation - Spline Tangent Scale - Spline Tangent Rotation can be switched to Quaternion Based with curve representation. |
Select and Link Unlink Selection |
Edit > Parent or p (lower case) Edit > Unparent or Shift and P |
Hierarchy > Pivot > Adjust Pivot > Hierarchy > Pivot > Reset Pivot > Hierarchy > Pivot > Reset > |
Insert Key to Move pivot Select By Component Type > Misc. > Local Rotation Axes to Orient Pivot Modify > Freeze Transformations > Modify > Reset Transformations > |
Group Used to lock multiple objects under a single node. |
N/A Maya's group is for creating hierarchy |
IK: HI IK (new to 4.0) N/A N/A HD IK - Previous IK Limb IK |
IK: SCIK (Single Chain) RPIK (Rotate Plane) Spline IK Two Bone IK Source code is given to game customers. Animation Menu Set |
Skin: Max uses an envelope-based system. Skin editing: Primarily based on scaling envelopes. |
Skin: Maya uses a Rigid Bind or a Smooth Bind solution. Both systems use a Closest Joint or Closest Point. Skin editing: Primarily based on painting weights on components. Animation Menu Set |
Modifiers
Modify > Modify > Modifier List > Edit Mesh |
Channel Box or Attribute
Editor Note: Many of these tools are found throughout Maya's menus. All components (vertex, edge, face etc.) are available to the user by right clicking over the object or by hotkey "f8" |
Examples from the Modifier list: Morpher Mesh Smooth Optimize FFD UV Coordinates Modifiers Conversion Modifiers Unwrap UVW |
Deform > Blend Shape Polygons > Smooth Polygons > Reduce Deform > Lattice Edit Polygons > Texture > Modify > Convert > ... Window> UV Texture Editor |
Render and Preview
Render Scene Quick Render Render Last Active Shade Ram Player Make Preview |
Window > Rendering Editors > Render Globals ... Window > Rendering Editors >Render View ... IPR (see render view) Fcheck (external) Window > Playblast... |
Material Editor |
Window > Rendering Editors > Multilister Note: Max users will find the Multilister similar to the Max's Material Editor but should be encouraged to use the Hypershade which represents material connections in a graphical manner |
Plugins:
Character Studio |
SkeletonWorks (Free on A|W web site) |
Cloth Rays |
Maya Cloth (Part of unlimited) |
Shag Fur |
Maya Fur (Part of unlimited) |
Tree Factory |
Paint Effects (Part of Maya complete) |
Deep Paint |
3D Paint (Part of Maya complete) |
Note: If you are a new to Maya and have difficulty finding a certain tool or function within Maya you can go to help > find menu ? and type in the menu name.
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