View Full Version : Switching : Maya to 3dsMax
Seraphoen 04-28-2003, 05:21 AM Ok, me being a maya user I'm stuborn and to make a crossover as painless as possible I still want some standard hotkey consistency when going from program to program.
So here's my question. While settign hotkeys for 3ds I cannot get it to accept LMB MMB or RMB as part of the hotkey, in particular I want to change the viewport navigation controls to match those of maya, so 1: how to I include mouse buttons in the hotkey equation and 2: how do I change the default controls for my camera navigation?
-Any help or alternate suggestions/solutions are much appreciated.
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michaelcomet
04-28-2003, 12:51 PM
You can't. Viewport nav in Max does use mouse button, but it's slightly different than Maya....which is definitley annoying...and unchangeable.
BrandonD
04-28-2003, 04:32 PM
Certain things are hardcoded, but just about everything else isn't and in fact, you can write a line of script to do just about anything, assign it as a menu/hotkey, etc.
I've seen people rebuild the UI to look like the old softimage, I've also seen people make the quad menu work/layout similar to the Maya hotbox - it's up to you.
Personally, there are a reason some of the settings are defaulted the way they are and it's worthwhile to just get used to them. For what it's worth, I work in Houdini all day and go home to MAX and it just takes a conscious(?) second or two to get oriented to the hotkeys and menus.
Something I've found over the years that works best with MAX is to work with as minimal a UI as possible. Work in expert mode, put everything in quads or hotkeys (or strokes - like Marker Menus). By the way, your quads can be key and context specific. For example, right-clicking brings up one menu, alt-RC brings up a different one, etc. The context can be driven by what you've selected. For example, edit a polyobject and RC - different menus.
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