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🧵 G To Move in Maya

Anonymous No. 873565

I’m tryin learn Maya from Blender for this job I’m starting next week. Do I seriously need to Click the gizmo every time I want to Move/Scale/Rotate? Like I can just hit G, X to to move on the X axis real quick in Blender. But in Maya I have to press W then - click the frickin gizmo / arrows to move it in the X axis. Wtf I tried googling to find the equivalent of “G,S,R” blender shortcuts in Maya? But couldn’t find anything is there any setting or add on or Mel script thingy to do that? I’m tryin to cram Maya RN i think I’m in a bit over my head at this new job lol and if I have to use the gizmo to animate everything in Maya ima be upset. Thanks Bros

Anonymous No. 873606

>>873565
should have taken the advice of the professional cg artists on this board to use maya from the start kid

Anonymous No. 873607

>>873565
Welcome to Maya, where modeling takes ages due to shit like this.

Anonymous No. 873623

>>873606
Damn lol well they liked my portfolio enough for me to get the job, guess Ima have to get used to that Gizmo life :/

Anonymous No. 873624

>>873607
Hopefully I can still just bust out my hard surface models in Blender and export out to Maya I guess I just need to change the “handedness” / Y/Z axis’s on export. I can’t believe there’s no option for G/R/S, idk how these Disney type people do this ima catch carpal tunnel real quick from all this mouse clicking lol well ty for the response.

Anonymous No. 873627

>>873565
Good luck in your new job anon.

Anonymous No. 873649

>>873627
Ty Fren : ) I’m gonna give it my best effort!

Anonymous No. 873656

>>873565
Welcome to Maya. You have to click the gizmo /arrows once, then you can press+drag the middle mouse button (anywhere) to keep moving an object on the same axis (it will be constrained to this axis). Works for scale and rotation too.
Its not the same kind of immediate action as in Blender, but it is at least something.
Middle Mouse and click drag works with all kinds of values (sliders/numbers/etc). You only have to tell Maya once, then you can be sloppy and click drag everywhere.
Protip: Put some priority on learning the various context sensitive marking menus. Like the pie menus in Blender you can use quick gestures to activate them blindly and very fast, this can accelerate your whole workflow considerably, nearly as fast as using shortcuts in Blender. The good thing about it - you only need to know a couple of buttons to access almost all important functions.
Good luck on your new job, maybe ask your employer if you can use Blender on the side in addition to Maya (like for modelling).
Maya is great for lots of stuff, but weak in several aspects, same is true for Blender.
Maya + Blender is an mighty combo
t. Blender, Maya, Houdini user (=Masterrace)

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Anonymous No. 873659

>>873656
>maybe ask your employer if you can use Blender on the side in addition to Maya
Not OP, but real talk:
If you do modeling in blender anyway and just import everything into maya when it's done, what's the downside? Especially if the user is objectively better / faster at finishing busywork in blender?
Why would you as the boss care if your project is done on time / faster, regardless of how?

Anonymous No. 873663

>>873659
In big companies that might become an issue with managing IT as the user usually does not have administrator rights on the computer. Running scripts and addons that need python in Blender can become an security issue (or so they think) and it might create more work for the IT department. Not pissing off the IT guys with "special needs" for some workers might be one reason why the boss might rather drop the additional workload on the 3D artist, rather than the IT guys. Licensing and support contracts are another thing that can be construed as counterargument against open source tools if the IT guys / bosses are pedantic.
I know this sounds like a weak excuse (and it might be), but it is what it is and what I have heard as reasons for not allowing 3D artists to use all kinds of extra tools.
>Why would you as the boss care if your project is done on time / faster, regardless of how?
They usually don't or can be convinced if the result speaks for itself.
But there is another counterargument and that has to do with workflow interchangeability. If you are the only one using Blender and you are sick / not available, another artist has to be able to do what you did and change/iterate on your work - if you are the only one who knows how to do it, it might create reluctance to allow that. The workflow process has to be known / repeatable and often documented so that interchangeability of workers is possible.
You see the counterarguments have actually nothing to do with 3D itself, but rather with managing and administration.

Anonymous No. 873666

>>873663
>download blender
>make the interface look like maya
>change the icon to maya's
>rename it

Anonymous No. 873684

>>873656
Thank You!! That’s helpful, I’ll take any tips I can get. During the interview I mentioned I’d probably use blender for my modeling, at least till I can get up to speed. I don’t think they will care, i do want to learn Maya animation anyways since they have a specific pipeline using Vray rendering (something else I need to learn) and I want to try to adapt to their workflow as much as I can. I told them it’s gonna take me a while to ramp up so I just hope I can keep my head above water long enough to figure everything out. Seems pretty fast paced there, so I’m scrambling this week to learn as much as I can.

Anonymous No. 873685

>>873666
Ty Satan! Lol I’ll keep that in mind as a break glass in case of emergency option.

Anonymous No. 873687

>>873663
Pretty much this, it’s a small company, but they have an established workflow it seems. I don’t think they will mind too much if I just use blender for modeling at least to keep up at the start, but I’m pretty sure I’ll need to learn Maya for animation to play nicely with their render pipeline. Idk I’ve never tried to sent a blender animation to Maya/max, will have to try that this week if I have time, I guess there’s a vray plugin for blender so maybe I can convince them to just let me stick with Blender but ima try my best to fit into their workflow / pipeline since they said it’s usually a few people working on a project at a time (and multiple projects going at the same time) not gonna lie I’m pretty nervous about keeping up but ah well at least I’m in a place where I don’t need this job to survive and I can quit if I hate it. Just want to push myself and learn from them as much as I can. Still gonna use blender for personal projects so I can keep those skills sharp.

Anonymous No. 873803

>>873687
>there’s a vray plugin for blender so maybe I can convince them to just let me stick with Blender
it's ancient/outdated and therefore useless.
>I’ve never tried to sent a blender animation to Maya/max
If it's just animation data like an animated camera or moving solid objects without deformation, fbx should work fine, if its something skinned and deforming you would have to use alembic.
Both work, I have done it many times.
>Just want to push myself and learn from them as much as I can.
That's the spirit.

Anonymous No. 873929

>>873803
Ah will have to keep that alembic tip in mind, so far fbx has worked on a lil hard surface test, thank you for your kind response! Got that imposter syndrome goin pretty hard and I start on Monday but all I can do is try my best : )

Anonymous No. 874856

Well it’s been a lil over a week, I start tommorow. Initial Maya impressions: rigging tools are pretty nice, animation is aight (the graph editor actually works) simulations are okay, modeling is clunky af. Some things seem overly complicated but eh I think I can manage it for animation hopefully. Blender to Maya via fbx seems to work ok, except it has to “bake” the animations so it’s a bit of a pain trying to edit blender animations in Maya, and rigs don’t carry over. VRay can get some nice looking renders but def has a learning curve I’m still going thru. I thought I was in good shape till I opened 3ds max and then noped the fuck out of there lol. The “poly edit” modifier thingy is pretty sick but it’s also kinda clunky overall. ima see if I can just stick to blender for my modeling for now hopefully they will be cool with that. Starting tomm will update maybe in a week with how’s things are going.

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Anonymous No. 874859

>>873565
Once you get a hang of using the keyboard shortcuts in Blender, it's hard to go back. It feels like your working speed and efficiency have been supercharged and you're creating at the speed of light.

Anonymous No. 874999

>>873623
it's not as bad as you think.
It's just blender brainwashing.

How do I know this?
I was a blendlet (used blender past 4 years). Then turn maya/max chad.

Anonymous No. 875102

>>874859
Yeah it’s like I have to learn to handy cap myself, kinda frustrating.

Anonymous No. 875105

>>874999
Hopefully so. I think I might be fucked they said 3ds and Maya in the interview, I spent the last 2 weeks cramming Maya figuring I could do my modeling in blender and animation in Maya. Today I’m told they only use 3ds max for pretty much everything. I can still use blender to model I suppose but now I have to forget all that Maya shit I learned and start over in max. No substance painter license either I gotta use fuckin photoshop. I wonder if I can use a personal license of my own for substance. Fuckin feeling kinda defeated honestly almost walked out halfway thru the day. Fml I think I’ve made a huge mistake gonna give it till the end of the week tho. Send me your energy if you can spare it boys, I’m gonna need it.

Anonymous No. 875142

>>875105
Yeah thats fucked desu bro. Every studio is different. Everyone uses different software. thats.. well the industry.

Hopefully they know you're kinda unskilled at the moment when it comes to max? And they're giving you time to do it?

Anonymous No. 875148

>>875105
>No substance painter license either I gotta use fuckin photoshop.
I can kinda understand the usage of Max, but Photoshop over Substance? WTF dude, are they retarded?

Anonymous No. 875183

>>875142
Yeah I told them ima a blender guy, I just wanted to come in without feeling like a total noob. Ah well guess I gotta study up some more : )

Anonymous No. 875185

>>875148
Idk I think they are just very budget conscious like no subscriptions if it comes too it ima just ask the boss like bro I’ll pay for my own subscription it’s like 20$ a month my guy

Anonymous No. 875893

Well I’m ngmi : (
I left and quit today at lunch. I was excited and crammed Maya so hard but then they are doing all their animation in 3ds max and I just couldn’t keep up. And all the textures in photoshop im not even good enough to do that. Plus they vibed me out cuz I’m not vaxxed. No training cuz they so busy. Pretty discouraged ngl. Fml oh well maybe I can find something remote, finish up my portfolio personal projects, try to get some passive revenue going. Worse case once I have to work again I’ll do customer service or some shit again. At this point I’d rather do customer service or be a fuckin janitor or somethin FML I’m just a gross unvaxxed fuckin blendlet

Anonymous No. 875894

>>873565
why don't you just use blender and then convert the file so it's in maya? Honestly, Maya is only good for it's animation tools. I talk shit 100% about both programs all the time to my coworkers and boss and they never have a problem with my workflow and delivery.

Anonymous No. 875911

>>875894
That was my original plan actually, when I got there I guess they were only using max, no Maya. : ( I was actually getting excited to learn use the rigging and animation tools.