Share your secret weapon...!


Hey, is there a way to extract all my faces into separate objects? Or do I have to go in, one face at a time and extract them, one by one? Im using Maya 2009 btw.

Thanks guys. :slight_smile:


Hey, is there a way to extract all my faces into separate objects? Or do I have to go in, one face at a time and extract them, one by one? Im using Maya 2009 btw.

There is a script on highend 3d that will do this for you.



if you want to detach/separate every face you can simply select all the vertices and Edit Mesh > Detach Component. (or split vertex it used to be called… I don’t know what it’s called on 2009).
If you want each face as a separate object, just hit Mesh > Separate.



You could also goto Edit Polygons -> UNCHECK ‘keep faces together’.

Then, just select all faces and extract.
(extract options should have ‘separate extracted faces’ ON, but I think that is default on.)


"export obj to Wings 3D

import obj from Wings 3D"

Hah, I feel the same way.


this is a script to speed up mapping. Watch the demo videos. Will save at least 50% on mapping time.


Do any of you have a “secret weapon” for this? Nobody has an answer for me so far, and I don’t know where else to go. :frowning:

Whenever I extrude two faces that make a 90 degree angle, when I pull the extruded faces out, it always bends in funny toward the corner edge. I want it to STAY 90 degrees. How do I do this? It’s SO FRUSTRATING. A bevel can accomplish an equal distance from each edge, so why can’t an extrude?! Stupid Maya.


Do any of you have a “secret weapon” for this?

The best I found so far, but not encouraging though.


use this one …


If you need to add some parents, especially for rigging, check this out.


Link is broken.
Error: We couldn’t find the file you’re looking for. Sorry.


Hmm. Worked for me. I just edited and repasted the link.
But why make it difficult:


This is a problem I’ve been working on quite a bit… I now have a solution that works really well with any one-dimensional strip of polygons, and I’m working out the maths for a 3d solution. I’ll put up the code here for anyone interested as soon as I fix one little glitch I’ve run into.


Sorry to break in here, but does the Maya forum have a location for announcing Maya plugins? We have one on our C4D forum.
e.g., ePMV for C4D, Blender, and Maya


Here’s a script I wrote that pretty much streamlined my entire symmetry workflow. Eventually mapped everything to a MM so now I only really use the GUI when I’m dealing with radial symmetry. Saved me sooooooooooo much time.

here’s a production workflow vid:


Zebruv UV, gives me a nice simple way of marking seams and unwrapping using Maya.

Depending on the complexity of the mesh I either use the smooth UV/Unfold tool or if I can’t get a result I like inside Maya I will export to ZBrush via OBJ/GoZ and use UV Master, select use existing seams then hit unwrap. 95% of the time I end up with nearly perfect human readable UV’s.

Also this tool enables me to match the position, rotation, scale of an object…very useful


Here is another UV tool worth checking out: Diamant UV (free beta)

It has saved me oodles of time in my workflow. Makes UVing so fast, it’s fun. :slight_smile:

Also, the lightgirl plugin is a wonderful lighting tool for maya:


Script I made to find/select crevices:
( from an object selection the script selects all the edges that make up crevices )
or the opposite ( depending on whether I wanted a hill or a valley ).

select object>
run script cly_hillOrValley.mel <-- to select crevices:

Do something useful to that selection like apply a dark vertex color to fake AO:

shift select crevice vrts to get the inverse selection ( the hills ):
Do something useful to that selection like:
editMesh> transform component or jes normal tool ( pump up the hills )

overclock muscalature:

again exagerated overclock

over at polycount there is a thread with even cooler ways using surface angles to map the peaks and valleys!:


[b][on 09-23-2010 07:10 AM
Getting this to work properly made my day.




I’ll throw in a few features of Maya I use on a regular basis; they aren’t groundbreaking or anything, but none require installation of new scripts and you can start using them right now.

I quickly divide an edge ring into equidistant splits of 1, 2, 4, or 8 without having to use the Insert Edge Loop Tool nor the Split Polygon Tools, which take longer in the cases you just want to make, say, two splits down the middle of an edge ring. Here’s a video tutorial of this trick I use almost every minute in each modeling task I do. It’ll speed up those edge flow divisions!

Maya Tutorial - Fast method of splitting edge rings and loops:

Here’s a little trick I use in the Channel Box, Component Editor, and Attribute Spread Sheet to quickly alter the values of multiple attributes in a relative way; for example, want to half the intensity of a selection of lights that each have different intensities? This is described in the Maya help file, and here it is shown in my blog post below:

Maya - Numeric expressions in the Channel Box:

The next one is simple. A quick viewing of the "List All … " of Current Hotkeys in the Hotkey Editor shows the default History Deletion hotkey in Maya:

Default History Deletion hotkey:
Shift+Alt+D … or … Alt+Shift+D, on Mac you’ll use the command button instead of Alt, I think.

This one I use often too. How about accessing an options box in Maya WITHOUT clicking the options box? Say for example, you’re about to “Modify > Freeze Transformations” and you want to open the options box … but you have to slow your mouse down and hit that options box. Takes about a half second extra time right? Here’s the way I do it, again all default behavior in Maya:

Accessing an options box without actually clicking the box, just the menu item:
In Maya 2009 and similar versions: Shift+Alt while pressing the menu command, as if you’re going to execute the action/tool, but instead, the options will come up. Does not work in the Hotbox (as far as I know, at least on Windows). In Maya 2011 and Maya 2012, this has been simplified greatly: You just press Shift then click the menu item, AND it works in the hotbox (again on Windows, but since qt is unified across the platforms, it should work on Mac and GNU/Linux the same)

Now I’ll show how to use virtual sliding in the Attribute Editor:

Virtual Sliding in the Attribute Editor:
In an attribute field, Ctrl+LeftMouseButton and drag the mouse left/right, produces slow value change.
Ctrl+MiddleMouseButton and drag the mouse left/right, produces medium rate of change for the value.
Ctrl+RightMouseButton and drag the mouse left/right, produces fast rate of change for the value.

Alright, that’s about it for now. I use these every day and I think you will too!


Hey guys, I just wanna ask if someone knows a faster method to switch the manipulator from Global transform to local and viceversa (not through the tool settings).