MAYA

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QUESTIONS match translation/center to vertices/altZ=undo cam move/adjust displac_value/
view history

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window outiner = xsi explorer
select / shift =add obj to selection/ ctrl = remove obj from selction
dans toute fenetre panel pour persp ou outliner ou etc 

HYPERGRAPH = organisation des icones est lockee / click icone rectangle empile devient rectangle bordel = unlock
           = icone crayon = bookmarks / icone + = add bookmarks

Create shelf 
= fleche noire a gauche shelf current = barre avec icones sphere cube etc ....
 = Ctl alt shift selct command dans menu et il add icone to current shelf
 = mel script command lines select/middle click et drag_drop to shelf = OK !! = command added
 = modifier shelf = fleche noire a gauche shelf current = shelf editor = delete or edit command

Group  = null d'xsi  = 2 obj et Ctrl G

Modeling
Edit Mesh/insert edge loop tool  = add edge loop  
Componant mode select = icones apres save dans premiere rangée icones
filtres selection     = icones apres icones apres Componant mode select dans premiere rangée icones = SELECTION MASKS

Construction history on/off = icone papier/horloge haut_mid
Lighting/shading/Transfert Maps = ultimapper xsi / select Lowpoly add selected
set normal map output/size ...shading network change from preserve current shading network to attach to shading network ... mettre 2 obj meme place pour better world space/result
anciennement Modify/Surface Sampler

F = zoom obj ... alt orbit cam
F8 = selct obj toggle obj/component mode
F9 = vertex
F10 = edge
edge loop selection = select one edge et fleche haut/bas/droite/gauche
select one edge  et double click .. shift redouble click
select edge et ctrl_right click to edge tool
select one edge et shift double_click next pour loop ou range
F11 = face
F12 = uv
Alt F9 = vertex face
click vide = deselect
shift = add coponents to the selection
ctrl  = remove coponents from the selection
e/r/w = move rotate scale
y = last tool used
space bar no click = 1 view to 4 views

Navigation camera
alt mouse d g mid dolly pan orbit / mid molette = pull in out
shift Mid_Mouse = roll

VOIR INFO OBJ = select obj et display/heads up details / object details

move=w scale=r rotate=e à gauche ecran clickmiddle manipulator = 3 axes a la fois
si on ctrl_click sur un axe il est locké on ne peut que bouger sur les 2 autres
si on double click sur icone move ou rot  box options appears
ou haut droite icone tool settings
q = mode select
t = show manipulator tool
f = frame selection /shift f = frame selection in all windows
ctrl alt select = shift z in xsi

Insert = mode centre / v=snap center to vertice .... x = snap obj to 

Freeze construction history = edit delete by type history = Alt D

Modify = center pivot ... centre au milieu obj selectionné

2/3 = lissage poly = mesh smooth sur polymesh selectionné
4 show wire frame
5 show shaded
6 show textured
7 Lit mode
8 Paint mode 8 again = on en sort
Ctrl h = hide selected / h = unhide selected
Alt h = hide unselected
Ctrl shift H

Pour merger obj  =first selct 2 obj / mesh combine ... puis edit mesh merge edges ....

PARENTER
ctrl/G: Group = creer un null parents des obj selectionnes ... edit group options = group centré sur obj ou centre monde etc ...
selct obj fils puis obj pere = P  = parenteé ok
= parenting / mid_clik child_obj and drag to parent_obj ( ailleurs = P )  
= unparent = mid_click drag empty space

poly / edit mesh poly ... extrude ... axe manipulators ... le petit cercle change centre transform au centre obj

menu obj selectionné = click droit sur obj / laisser enfoncé

HYPERSHADE
equivalent render_map = selct obj et shader dans hypershade et edit convert file to texture / click icons pour option taille etc
shift mid_click shader sur autre = open connection editor
Mid_click on shader dans hypershade .. drag_drop sur obj dans scene
select group obj/light etc  ... window ... attribut spead sheet ... proprietes partagées
in hypershade/file export selected .. import ... import export shaders
selct nodes create container ...select node shilt_alt click drag node into container = added
idem to remove from container..container in container = possible
select container right_click = options
edit delete unused nodes = clean
bin create = organize mats
bump2D = bump plug into plug connection editor display hiden plug out normal de l'extra bump into normal camera

ATTRIBUT EDITOR 
= Ctrl A = ou right_click obj puis select nom obj ou window attribut editor
= dans window/settings_preferences/preferences  open attribut editor in same window ou separate window   idem pour tool settings           
 = control panel ... switch control panel / attribut editor / ... icone en haut droite 

Interactive placement of texture = mid click and drag sur text on obj 
= vient de click bouton sur node place2dtexture Interactive placement

SNAPPING POINTS
Now let’s snap the new section into the main section. 
To do this, we will move the object’s pivot
point to a necessary corner.
*-Press the insert key,
*-Hold down the V key and snap the pivot to the top edge vertice.
*-Press the insert key once more to close the active pivot.
*-Now press the V key once more, and snap the mesh to the column wall as shown.

SPOTLIGHT 
 = View spot visee = panel / look through selected
 = penumbra angle = decay du falloff
 = si shadow use depth map shadows no activée ... lightspot traverse obj
 = select Spot Light et show manipulator tool = on voit interet du spot pour placer

TEXTURE EDITOR 
 = texture uv = haut droit
 = create uv's plannar mapping ... selct poly et re_planar mapping
 = dans texture editor /polygon uv snapshot
  = pour aller sur uv d'une selection de poly / select face / dans text editor / ctrl right_click select to uv et on voit uv select
Warp image = create empty uv set copy good uvs to new set puis correct uv in new set
et in texture editor polygon warp image option open

Edit / paint selection tool = permet de peindre un eselection de poly ou etc   ... 
B = size brush

File / optimize scene size  = clean scene etc ...

PAINTABLE EFFECTS
 = first go to rendering / paint effects / make paintable
 = se mettre en deux vue / panel /panel / visor / choisir effet ex fire ... peindre B = size brush

RENDER VIEW
premiere icone = render all / seconde icone / draw square render region / hit second icon = render selection
IPR = interactive photorealist render
Fleche haut = store current render / slide bas diff ima /// Fleche bas =delete stored ima
render view to hypershed mat icon = render ima et view/grab swatch to hypershade/  select region mid_click drag_drop to icon shader !!!
view / camera settings/resolution gate = visu de la cam
view / camera settings/action safe = visu secu cam field of view
RENDERING render/run render diagnostic = script editor check des settings et pb render et options etc
PASSES render settings
Bsp tree .. in outliner show all / open mental ray globals / memory performances/ accelaration method   ET render settings options diagnostics
Rendering module / Render / Render current frame icon options  = MEMORY params
imf_copy toto.tga toto.map
imf_copy -r toto.tga toto.map   = permet de loader partiellement la texture .map
render pass settings si highlight orange = override somewhere
visibility overide = in render layer / go to control attribut right_click sur option/creare overide / turns orange
pour plusieurs obj a la fois = window/general editor / attribut spread sheet
window/general editor/display layer editor
occlusion = distance = distance juska laquelle il occludes apres non
Mat/Miscellaneous tout en bas hypershade = frame buffers / add custom color pass
Obj go to shader dans mental_ray tab/ down frame buffer contribution change add to no contribution ...or multiply = ok
Custom frame buffer = sortir ce kon veut a different etape du shader
par defaut une passe ecrit la fin d'un shader donc custom buffer
mental ray tab in hypershade MISCELLANEOUS ici writetoColorBuffer
plug color out du noeud in color du custom frame buffer
creer puis choisir pour ce ColorBuffer une Custom Color pass
donc create new pass select CustomColor pass
retour customBuffer et select CustomColor Pass crée
MultiLister = shader editor in window/rendering/MultiLister 
http://www.youtube.com/watch?v=ezpIs5pnPUc
http://www.youtube.com/watch?v=83lI8Any9rg     =   passes youtube

Rotoscopy = dans vue cam view/image plane / import image

window/settings_preferences/color = change wireframe colors and etc

Hot Keys

Manipulators
Q: Hide Manipulator tool
W: Translate
E: Rotate
Ctrl T = fast manipulators
R: Scale
Object Views
4: Wireframe mode
5: Shaded mode
6: Textured mode
7: Lit mode
Maya Help
f1: Maya Help/Search

Working Modes
f2: Animation
f3: Modeling
f4: Dynamics
f5: Rendering

window / general editor / sript editor = editor script mel = ou bouton bas droite
ctrl enter = execute script

Selection Mode
f8: Switches to/from Edit and Object modes
alt/Arrow: Moves selection 1 pixel at a time
Arrow: Pick walking through vertices
Z or ctrl/Z: Undo
]  et [ = undo/redo camera view in view
shift/Z: Redo
X: Snap to Grid
C: Snap to Line/Edge
V : Snap to Vertice
F: Frame camera to selection in viewport /shift f = frame selection in all windows
A: Frame camera to all objects in viewport /shift a = frame all in all windows
G: Redo last command
Y: End tool but remain selected
B: Adjust brush size
P: Parent
ctrl/D: Duplicate
ctrl/G: Group
ctrl/N: New Scene
ctrl/S: Save Scene

Transform dans box selct 3 en glissant et enter valure pour un ... les 2 autres s'alignent
click one et dans fnetre view midle click et drag

Marking menu add = Window/settings_preferences/Marking_menu editor  ... edit create new ... create drag_drop icons sur icones etc ..
                 = on peut revenir reediter Marking menu perso plus tard dans Window/settings_preferences/Marking_menu editor
                 = use Marking_menu in Hotkey Editor ... Aply/Close
                 = Window/settings_preferences/Hotkeys  bottom list_G = user marking menus
C:\Documents and Settings\ludovic walsh\Mes documents\maya\2009\prefs\markingMenus  pour les copier coller echanger

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Here Is Where Each Tool Is Located in Maya 2008
Create Primitive Shapes
Create/Polygon Primitives/Cube, Sphere, and so on
Create Polygon Tool
Mesh/Create Polygon Tool
Extrude
Edit Mesh/Extrude
Split Polygon Tool
Edit Mesh/Split Polygon
Merge Vertices Tool
Edit Mesh/Merge
Combine
Mesh/Combine
Insert Edge Loop Tool
Edit Mesh/Insert Edge Loop
Append to Polygon Tool
Edit Mesh/Append To Polygon
Fill Hole
Mesh/Fill Hole
Soften/Harden Edge
Normals/Soften or Harden Edge
Center Pivot
Modify/Center Pivot
Delete History
Edit/Delete All by Type/History
UV Texture Editor
W indow/UV Texture Editor
Hypershade
Window/Rendering Editors/Hypershade

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Youtube tutoriaux

passes
http://www.youtube.com/watch?v=ezpIs5pnPUc&feature=PlayList&p=56DC4BFA143AD9DC&index=4&playnext=2&playnext_from=PL
http://www.youtube.com/watch?v=iffwawpS2eo&feature=related
http://www.youtube.com/watch?v=ezpIs5pnPUc&feature=related

http://www.youtube.com/watch?v=83lI8Any9rg     =   passes

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MUDBOX

Create new paint layer before u can paint
Navigation = alt
B = size brush / R = opacity brush  M = brush strength/opacity
A = frame all  / F = frame sous curseur
Rotate a stencil = S + left button 
Move a stencil = S + middle button /
Scale a stencil  	S + right button
stamps are like stencils but move with brush
W = show hide wireframe
Shift D = subdive obj
Page down / page up to up down subdiv level
Hold Ctrl key to invert brush effect = in or out
Hold  shift key to smoot effect
Maps extract new operation to export disp normal maps
T = expert mode view / T = back to normal view
H = hide selected obj
Paint select faces puis create / selection set = cluster/ group faces
pour reselectinner easily
Q = hide stencil
Brush / advanced / size = memorize taille brosse courante et 
reprends param kan on change brosse
Select faces symetriques sur model/mesh / set topological axis/et
mirror /tangent et on peut bosser symetrik
Select meshes / edit / lock selected = locked peut pas toucher
Brush Freeze = paint partie untouchable / hold ctrl_key = depeindre 
C key = S key pour curve = move/rotate/scale
click out curve = add point
toogle off spacing and stamps et brush sticks on curve
select sculpt brush .. en bas flood = fiil all current layer /puis paint mask retire de l'effet
utile pour peindre vetement:et slider intensity
dans sulpt layer en haut droite de icome trashcan/ icone mask / view on off le mask en red
Create Stamps = in photoshop create brush transparent bkg /Rgb with alpha
save as tiff / in MudB image browser / select iamge et bouton send to stamp or stencil or image plane
Light = select light hold L = rotate light
Camera = create / right_click on cam in obj list et look through = current cam to view
select cam kon veut et camera book marks add
Paint Layer = on peut choisir de peindre diffuse spec gloss rfl etc
Color picker hotkey = i =  flat shading
Projection / choose ima send to stencil / paint / color of brush = white !!!
Paint Spec Paint Bump by new paint layer select BUMP or SPEC pluto ke diffuse
Viewport filters = depth field / ambiant occl / tone mapper
All maps and text are in folder of scene name
paint in photoshop / save / in MudB select paint layer correspondant right click / refesh selected = updated
image plane = select cam ex front in hierarchie cam =  image plane  / load ima
                  = si   pb transp pour voir model devant ima = change depth
Maps / sculpt model using disp map = import disp map GO / creer un sculpt layer
on peut en empiler plusieur .. CHECK kon a suffisament subdiv pour ok result