/r/Maya
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/r/Maya
Hi! I'm planning to buy a laptop that is compatible for Maya and everything that comes with it (bifrost, arnold, etc.) What specific laptop specs should I keep in mind when purchasing one?
I have desynchronization of positions and want to match COG and legs with a pivot point in the left leg to the locator (this is the correct position of the left leg).
When I try to snap the controllers, each one is snapped separately to the locator, I need only the leg to be snapped, and all the others to move relative to the leg.
Please help me solve the problem
In blender we have freepivot point where objects creates.
Can we do it in maya?
For instance, i have this cube corner. I want to create cube with center in this pivot.
Hey, so I have a small issue I cannot manage to solve. My rig is a simple character but I have a bone for the weapon attached to the hand bone.
I need to be able to separate the weapon bone from the hand bone during animation but I'm also using controllers for these 2 bones.
So I have hand+controller and weapon+controller, each have their parent constraint so I can use the controller and hide the bones.
But how can I attach the weapon bone to the hand bone ? I cannot parent them because I can't separate them at will otherwise.
green is weapon bone+controller and red is hand+controller
Thanks for your help!
Hello everyone!
I need help ASAP as I’m trying to work on a project rn. Im introducing myself recently to the new plugin. It makes life easier but I’ve been having problems with the following:
I had reached out to my instructor and they had made for me a selection set as well as a mirroring setting for this specific rig. I had added both files (they appear as: .json) and they won’t actually appear on the plug inside maya. They r inside the folder that feeds the plug-in, as advised. What I am doing wrong?
Any help would be greatly appreciated
It is difficult for me to explain it but is there any possible way to do something like this in maya? Any help would be highly appreciated.
Where can i input Height map to? Normal Camera is busy with normal map
I know we have shift-backspace to hide outliner. It there way to hide atribute editor like this?
[SOLVED] Hi, I am having this random sphere UV pop up when i import my model into substance painter, but its not visible in my maya UV editor. - Disclaimer, this is my first time UVing so I'm not exactly a pro.
Maya:
Substance painter
Did i accidentally delete a part of a uv in maya when unwrapping and this is it fixing itself when importing?
Would anyone know what the cause of this could be?
I’m trying to optimize a scene as much as possible (using only a few material+texture for a whole city). So I realized I need to stack UVs constantly, which makes my UV map looks like a mess.
However, I’m hearing everyone says, when you show make your portfolio, you need to show the breakdown of wireframes, UV, etc….. I understand the importance of showing UV for characters, single props, but is it important to have “clean” UV for an environment scene as well??
Sorry if this sounds confusing, I’m a beginner.
I dont know what the side of a coin is called.. but like is my way doing it by edge looping and extruding really the right way? cuz it kinda look off... I have seen a tutorial doing it with sculpting in zbrush but for maya... not yet..
I'm like a super beginner to Maya so sorry if this is a stupid question but I used the quad draw tool and when I exited it looked like this. A bunch of vertices/faces/edges appear missing and I can't select certain ones. This is for an overdue project so if anyone has any ideas on how to fix this quickly please lmk T__T
I have a bunch of 2d vector shapes to simulate falling, Just need the sim to operate the X&Y position and Z rotation. Are there any hacks using default Maya plugins to get this to work?
Dear All! I have created a basic keyframe animation for a sword, baked the animation, & exported into UE5, but nothing happens - the mesh is static in/off game mode within UE. It has no joints at all. Most tutorials show only until exporting the keyframe animation, but not the import into UE. What could be the issue? Can UE import settings damage the animation? Thank you very much for your attention & suggestions!
KR
After I move and sew edges, I expected the UV shell to be a rectangle which seems fine for the top half but not for the bottom half. I read online which they told me to merch the vertices. However, I already did it but it still doesn't work.
The Python Changes in Maya 2025 seem to be creating a mess with plugin support.
How do plugin devs make things compatible in both? I noticed a lot of plugins do seem to be compatible with both versions simultaneously rather than saying, Run this in < 2025, and this in 2025.
If this was C/C++ I'd do something like:
import from
#if MAYA_VERSION == 2025
PySide6
#else
PySide2
#endif
.QtWidgets import QApplication
i need help to convert texture to geometry by using modify convert and make the image complete not a part of it how do I setting it to put the image ... my project is to put a monitor , keyboard hologram .. I'veI'veI'vellready make the image in png how do I put that into a mesh .. please help
Hi. I wondered if there is a way to set my geometry so a specific light does not affect it without using a blocker. I have 2 organic geometries next to each other and the shapes of the blockers don't help when I want to highlight just one of my elements.
Notice how the eyebrows on the right are way higher than what they actually appear on the actual model and also the hat just doesn't move.
In Blender, the numpad correspond to camera angles also, when you rotate camera view with alt+L click, let go of alt and press alt again, it'll change your view automatically to orthographic. Is there any type of equivalent in maya rather than just pressing space bar then hovering the view you want, then pressing space bar again.