ACU Maya study materials
ACU Maya study resources

ACU Maya flashcards

ACU Maya · Build recall with a focused review session.

33 cards. Read the term and the definition here. The deck at the top of this page is optional.

DAG
Directed acyclic graph: Maya's scene hierarchy of transforms and shapes. Each node has one parent and can have many children, and the graph has no cycles.
Construction history
The chain of upstream nodes that build a shape. Editing an upstream node rebuilds downstream geometry, so deleting history bakes the current result.
Freeze Transformations
A command that sets the object's current translate, rotate, and scale values to zero while keeping the object visually in place, by baking the offset into geometry.
Pivot point
The local origin around which an object rotates and scales. Moving the pivot changes rotation behavior without moving the object's geometry.
Namespace
A named container that prefixes object names, preventing collisions when many characters or referenced scenes share the same short object names.
Referencing
Loading another Maya scene into the current scene as a read-only linked file. Edits made to the source file update in every scene that references it.
Channel Box
A panel listing keyable, numeric attributes of the selected node, such as translate, rotate, and scale, with fields for direct value entry and keying.
Quad topology
A mesh built mostly of four-sided faces. Quads smooth and deform predictably, unlike triangles and n-gons, which can pinch under skinning and subdivision.
Edge loop
A continuous ring of edges that follows surface flow. Edge loops around joints and the mouth provide geometry that bends cleanly when rigged.
Non-manifold geometry
Geometry that cannot exist as a closed surface, such as an edge shared by three or more faces, a hole, or an isolated vertex. It breaks booleans and some exporters.
Combine vs Merge
Combine joins selected meshes into one mesh node while keeping separate shells. Merge collapses selected vertices into a single point, welding shells together.
Smooth Mesh Preview
A viewport display that shows a smoothed approximation of the polygon cage without changing the base mesh. Hotkey 2 shows it, 1 returns to the cage.
Boolean operation
A modeling operation that combines two meshes by union, difference, or intersection. The result often needs cleanup because it can create n-gons and non-manifold edges.
Bevel
A polygon tool that replaces a selected edge or vertex with a rounded or chamfered strip of new faces, controlling edge highlight in renders.
UV mapping
The process of assigning 2D texture coordinates to 3D surface points, so image textures can be placed and painted accurately on the model.
Automatic Mapping
A projection method that unwraps a mesh from several planes at once, producing multiple UV shells. It suits organic shapes that are hard to map with one projection.
Metalness
A shader input where 0 makes a surface dielectric (plastic, wood) and 1 makes it metal. Metals tint reflections with base color and have no diffuse component.
Normal map
An image that encodes surface direction per pixel in tangent space, adding fine detail to lighting without extra geometry. Green channel convention differs by renderer.
Bump map
A grayscale height image that perturbs surface normals to simulate small detail. It is cheaper than a normal map but cannot change the silhouette.
place2dTexture
A utility node connected to a file texture that controls 2D placement: repeat UV, offset, rotation, and wrap mode for tiling patterns.
UV shell overlap
Two or more UV islands occupying the same texture space. This is fine for tiling color but corrupts baked normal and ambient occlusion maps.
Texture reference object
A static duplicate of a mesh used to hold UVs while the original deforms, allowing texture painting or baking on a moving character.
Inverse kinematics
A rigging method where the position of an end-effector goal drives the rotation of joints up the chain, instead of rotating each joint manually.
Pole vector
A control that defines the bending plane of a rotate-plane IK chain. Moving it twists the chain so the elbow or knee points in the intended direction.
Smooth skinning
A binding method where each vertex blends weights across several joints, producing smooth deformation at joints instead of rigid, faceted bends.
Set Driven Key
A Maya tool that links one attribute to another. You set a driver value, set the driven value, and key both to record the relationship.
Stepped tangent
A Graph Editor tangent type that holds a key's value constant until the next key, producing sudden changes with no interpolation. Useful for mechanical or snappy motion.
Bake Simulation
A command that samples animated constraints, IK, and expressions into per-frame keyframes on the selected objects, so the motion survives without the original rig.
Arnold camera samples
The Arnold sampling setting (AA samples) that controls how many rays are cast per pixel. Higher values reduce overall noise at the cost of render time.
Ray depth
A render limit on how many times a ray can bounce. Too low a value darkens or blackens reflections and refractions that need more bounces.
Area light
A light emitted from a surface shape rather than a point. Its size and shape determine shadow softness and the look of specular highlights.
AOV
An arbitrary output variable: a render pass such as diffuse, specular, shadow, or depth, saved separately so a compositor can adjust each contribution.
Playblast
A quick viewport capture to a movie or image sequence, used to review animation timing and motion without waiting for a final-quality render.