Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 25-07-2003 , 06:56 PM
ayelar's Avatar
Registered User
Join Date: Jul 2003
Posts: 107

Creating at the origin, duplicating as you go...

So I've been dabbling with Maya for a few weeks now, after using MAX every day for a year, and I've gotten over most of the differences in how they go about doing things.

But two things are still really sticking out for me. One is that I really, really miss how you can use the shift key in MAX to duplicate something as you're moving or resizing or rotating the duplicated object. It's super convenient.

The biggest one, though, and the one I can't figure out, is why Maya is still so hell-bent on creating all objects at the origin. In MAX, I could just draw a cube or sphere or whatever wherever I wanted it to be in the scene, and it would start there. It drives me crazy that I'm so dependent on the origin in Maya, that I have to completely finish something at that one point, then move it, for there to be any kind of efficiency. Why doesn't Alias do it MAX's way? Is there some reason that being forced to create everything in the same place makes sense?

Don't get me wrong, Maya is a far cry from the crashing and the frustration of MAX... I can already see it's a much better written application. But why stick with these old systems when there's something better? Am I just not seeing the use of it?

# 2 25-07-2003 , 07:16 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I dunno. I've never had a problem with it. I agree about holding shift and moving the object to create a duplicate. That is pretty handy.

# 3 27-07-2003 , 01:12 PM
BabyDuck's Avatar
Subscriber
Join Date: Nov 2002
Location: USA
Posts: 1,170
it might not be as good as max, but duplicating with transform does nice things. you click the object, duplicate with transform (default it is SHIFT-D) then move, rotate, scale. and if you afterwards hit shift-d over and over again - it duplicates and repeats the movement for each duplicate.

and the only origin thing - cant say that i really need miss creating somewhere else. you dont have to work in origin. you dont even have to see the origin when you create a thing. just create, the activate your move tool hit the x-key for grid snap and mmb-drag to where you are working - and the created object will be where you are. you might need a click more than max, but at least it would be accurately placed. if you click a few pixel wrong in max, dont you have to move the object then to the right place? but then, i have not enough experience with max (almost none) user added image

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