ACU Maya study materials
ACU Maya study resources

ACU Maya key terms

ACU Maya · Get comfortable with the vocabulary.

Outliner

A window that lists every object in the scene as a hierarchy, letting you select, rename, group, and reparent nodes without clicking in the viewport.

Related: Transform Node, Hypergraph
Channel Box

A panel on the right of the interface that shows the animatable attributes of the selected object and lets you type numeric values directly into them.

Related: Transform Node, Attribute Editor
Attribute Editor

A tabbed panel that exposes every attribute of the selected node, grouped by node, including settings too numerous to fit in the Channel Box.

Related: Channel Box, Node
Node

The basic building block of a Maya scene; every object, shader, utility, and animation curve is a node holding attributes that connect to other nodes.

Related: Dependency Graph, Attribute Editor
Dependency Graph

The underlying network that records how nodes feed data into one another; Maya evaluates it to compute what appears in the viewport and final renders.

Related: Node, Hypergraph
Hypergraph

A graph view of the scene that can display either the object hierarchy or the node connection network, useful for tracing how data flows between nodes.

Related: Dependency Graph, Outliner
Transform Node

The node that positions an object in space through translate, rotate, and scale attributes, and which parents shape nodes beneath it.

Related: Pivot, Outliner
Pivot

The point about which an object rotates and scales; moving it changes the center of those operations without moving the object's geometry.

Related: Transform Node, Freeze Transformations
Freeze Transformations

An operation that bakes the current translate, rotate, and scale values into the geometry and resets those attributes to zero, giving a clean starting state.

Related: Pivot, Transform Node
Construction History

A record of the operations applied to an object that keeps each operation live and editable, so earlier settings can be changed later.

Related: Node, Non-Destructive Workflow
Non-Destructive Workflow

An approach where modeling operations remain editable nodes in the chain rather than being permanently applied, allowing parameters to be revised at any time.

Related: Construction History, Deformer
NURBS

A surface type defined mathematically by control vertices and weights, producing perfectly smooth curves and surfaces that are ideal for hard, precise shapes.

Related: Control Vertex, Isoparm
Polygon Mesh

Geometry built from flat faces bounded by edges and vertices; it is the most common modeling type because it is predictable and easy to sculpt and texture.

Related: Edge Loop, Quad
Edge Loop

A continuous ring of edges that follows the surface around an object; loops guide subdivision, deformation, and clean topology flow.

Related: Polygon Mesh, Quad
Quad

A four-sided polygon face; modelers favor quads because they subdivide and deform predictably, unlike triangles or faces with more than four sides.

Related: Edge Loop, Polygon Mesh
Control Vertex

A point on a NURBS curve or surface, or a vertex handle, that can be moved to reshape the object; its influence is weighted by a hull.

Related: NURBS, Isoparm
Isoparm

A line on a NURBS surface running along one parameter direction; isoparms define the surface's shape and can be used as rails for lofting.

Related: NURBS, Loft
Loft

A modeling operation that builds a surface by stretching it across two or more profile curves in order, blending between their shapes.

Related: Isoparm, Construction History
Booleans

Operations that combine two meshes using union, difference, or intersection to produce a new shape from their overlapping volumes.

Related: Construction History, Polygon Mesh
UV Mapping

The process of assigning two-dimensional texture coordinates to a model's surface so images can be placed on it without stretching or seams in the wrong places.

Related: Texture Coordinates, Unfold
Texture Coordinates

The per-vertex U and V values that tell a shader which part of an image maps to each point on a surface.

Related: UV Mapping, Unfold
Unfold

A UV editing operation that flattens a selection of faces onto the plane while minimizing distortion, producing a layout suitable for painting.

Related: UV Mapping, Texture Coordinates
Shader

A node network that determines how a surface responds to light, including its color, reflectivity, transparency, and other optical properties.

Related: Material, Hypershade
Material

The assignment that binds a shading network to geometry; objects sharing a material share its look and its texture connections.

Related: Shader, Hypershade
Hypershade

Maya's shading editor, where you create, connect, and preview shader networks and assign materials to objects in the scene.

Related: Shader, Material
Bump Map

A grayscale texture that fakes small surface detail by perturbing shading normals, giving the impression of relief without changing the geometry.

Related: Normal Map, Shader
Normal Map

A texture that encodes surface direction data in color channels, used to simulate fine detail and to transfer detail from high-resolution to low-resolution models.

Related: Bump Map, Shader
Joint

A node in a skeleton that marks a rotation point; chains of joints define how a character's parts bend and move.

Related: Skeleton, Skinning
Skeleton

The hierarchy of joints that forms a character's internal structure and drives deformation of the bound mesh.

Related: Joint, Skinning
Skinning

The process of binding mesh vertices to joints so that moving the joints deforms the surface; weights control how strongly each joint influences each vertex.

Related: Joint, Weight Painting
Weight Painting

A brush-based workflow for adjusting how much individual joints influence each vertex, fixing pinching, collapsing, or unwanted deformation.

Related: Skinning, Deformer
Deformer

A node that changes the shape of geometry procedurally, such as a bend, lattice, or blend shape, without permanently editing the base mesh.

Related: Non-Destructive Workflow, Weight Painting
Keyframe

A stored value for an attribute at a specific time; interpolation between keyframes produces motion when the animation plays.

Related: Graph Editor, Tangent
Graph Editor

A curve-based editor that displays animation channels over time, letting you shape the interpolation between keyframes by editing tangents.

Related: Keyframe, Tangent
Tangent

The handle at a keyframe that controls the curve's slope into and out of that key, governing whether motion eases, overshoots, or moves linearly.

Related: Graph Editor, Keyframe
Render Engine

The software component that computes final images from the scene; Maya can switch between engines with different speed and realism trade-offs.

Related: Global Illumination, Render Pass
Global Illumination

Lighting simulation in which surfaces bounce light onto other surfaces, filling shadows with indirect color and producing more natural results.

Related: Render Engine, Area Light
Area Light

A light with physical size that casts soft shadows whose blur increases with the light's dimensions and distance from the subject.

Related: Global Illumination, Render Engine
Render Pass

A separate image layer output during rendering, such as diffuse color, shadows, or reflections, which compositors combine to fine-tune the final shot.

Related: Render Engine, Global Illumination