ACU Maya study materials
ACU Maya study resources

ACU Maya cheat sheet

ACU Maya · Keep the key ideas within reach.

Quick reference

Maya Fundamentals and Interface

  • Maya scene files use the .mb (binary) or .ma (ASCII) extension; .ma is human-readable and diff-friendly, .mb loads faster and is smaller.

  • Transforms are stored as a 4x4 matrix decomposed into translate (T), rotate (R), scale (S), plus shear; world matrix = parent world matrix x local matrix.

  • Pivot point defines the origin for rotation and scale; Modify > Center Pivot moves the pivot to the bounding box center without moving the object.

  • Freeze Transformations sets current T/R/S to zero and bakes the offset into the object's geometry or parentOffsetMatrix, so the transform values read 0,0,0.

  • Attribute Editor tabs: transform node holds T/R/S; shape node holds geometry data; history nodes upstream feed the shape via the construction history.

  • Outliner shows the DAG hierarchy; Display > Shapes toggles whether shape nodes appear as children of transforms.

  • Hotbox: hold Space for marking menus; tap Space to switch between the four-pane and single active view.

  • Namespace separates objects with the same short name; Reference (File > Create Reference) loads another scene read-only and can be unloaded or replaced.

  • Channel Box holds keyable numeric attributes; Locked attributes are greyed, and non-keyable attributes appear only in the Attribute Editor.

Quick reference

Modeling

  • Polygon vs NURBS vs subdivision: polygons are faceted and directly editable, NURBS are mathematically smooth surfaces with UV parameter space, subdivision surfaces smooth a polygon control cage.

  • Quad-dominant topology deforms predictably under rigs; triangles and n-gons concentrate pinching and unpredictable smoothing, especially around joints and the mouth.

  • Extrude, Bevel, Bridge, and Multi-Cut are the core polygon tools; Insert Edge Loop adds evenly spaced loops and stops at non-quad boundaries.

  • Smooth Mesh Preview (key 2) displays a smoothed approximation without altering the base cage; key 1 returns to the cage, key 3 to full-resolution smooth mesh.

  • Combine merges selected meshes into one mesh node but keeps separate shells; Merge (target weld) collapses selected vertices into one point.

  • Boolean operations (union, difference, intersection) create new topology; check resulting n-gons and clean with Mesh > Cleanup before deforming.

  • Non-manifold geometry includes edges shared by more than two faces, holes, and isolated vertices; Mesh > Cleanup reports and removes these.

  • NURBS revolve and loft build surfaces from curves; rebuild curves (Rebuild Curve) to control the number of control vertices before lofting.

Quick reference

Texturing and Shading

  • UV mapping projects the 3D surface to 2D texture space; UV Editor unwraps shells, and Automatic Mapping projects from multiple planes for organic shapes.

  • UV shells must not overlap when baking normal or ambient occlusion maps, because overlapping shells write to the same texel region.

  • Standard surface shader inputs: base color, metalness, specular roughness, and normal map; metalness 0 is dielectric, 1 is metal.

  • File texture nodes sample image files; place2dTexture controls repeat UV, offset, and rotate for tiling.

  • Normal maps encode surface direction in tangent space; the green channel convention differs between DirectX (Y down) and OpenGL (Y up), so flip green when mismatched.

  • Bump maps derive normals from a grayscale height; they are cheaper than normal maps but cannot represent silhouette detail.

  • Texture reference objects (Create > Texture Reference Object) let a deforming mesh keep a static UV layout for painting or baking.

Quick reference

Rigging and Animation

  • Forward kinematics rotates joints down the chain; inverse kinematics solves joint rotations from an end-effector goal position.

  • IK handle types: Single-Chain (SC) solver and Rotate-Plane (RP) solver; RP uses a pole vector to control the bending plane.

  • Skinning binds geometry to joints; smooth skin weights blend multiple joints per vertex, rigid skin binds each vertex to one joint.

  • Set Driven Key creates attribute-driven relationships: choose a driver attribute, set keys, and record driven values at each key.

  • Graph Editor curves use tangents (auto, spline, linear, stepped) to control interpolation; stepped holds the value until the next key.

  • Animation constraints: point, orient, scale, and parent constraints blend targets with weighted influences.

  • The Time Slider shows playback range; the Range Slider shows the working range used by playback and rendering.

  • Bake Simulation samples animated constraints and IK into per-frame keyframes on the selected joints.

Quick reference

Rendering and Lighting

  • Arnold is the default renderer in recent Maya; Render Settings > Arnold holds sampling, ray depth, and motion blur controls.

  • Arnold sampling: camera (AA) samples control overall noise; diffuse, specular, and transmission samples control indirect bounces.

  • Ray depth limits how many times a ray can bounce; too low a value darkens reflections and refractions.

  • Light types: point (omni), directional (sun-like parallel rays), spot, area, and Arnold mesh lights; area lights give soft shadows from a shape.

  • Physical sky (aiSkyDomeLight) drives sun position and sky color from a directional vector; adjust intensity for exposure.

  • Render passes (AOVs) split output into diffuse, specular, shadow, and depth channels for compositing.

  • Motion blur settings: keyframe vs deformation blur, plus shutter angle and shutter open/close offsets.

  • Playblast renders viewport frames to a movie for quick animation review without final-quality lighting.