The Maya FAQ Thread.


here you go guys.

Here is how this thread works:

Please archive the URL’s of helpful threads under this section , just like the below example.

DO NOT post questions in this thread so it stays organized and easy to browse.

DO NOT post links to other websites , the FAQ is for CG Talk only.

you can post links to other websites in the maya tutorial thread.




Opening Maya 4.5 files in maya 4.0:

Animating a tank tread:

The Maya GI (Global Illumination) thread:

Snapping multiple CV’s to grid doesnt work:

How to Split Polygons around a hole thread:


How to Create Hair with Paint Effects:

3DSmax to Maya file conversion:

How To Create Smoke:

How to do an eyeball aim constraint:

Auto-Save script for maya:

Correcting non-manifold Polygons (dark faces):


maximize window slowdown error (with gforce2):


There are two ways to attach a SubD.

  1. Using the SubD attach
  2. A manually method.

Manual attach (attaching a subD to itself)

Proxy mode- delete any faces.
Position geometry together
Use Point Snapping (V) to match up the vertices

Once geometry lines up, pick walk down and delete the subDiv surface. (a polygon cage will remain).

Combine both polygons together using Combine. Build a SubDiv from those polygons.

To fix any edges, go to Proxy mode, then go to edit polys – merge edges to fix.

SubDiv’s attach command
(i.e. Attaching an arm to torso.)

Delete any faces needed in proxy mode to make a hole.
Duplicate geometry.
Go into proxy mode and delete un-needed faces of the geometry duplicated.
Hierarchy mode- position geometry properly
Proxy mode- point snap vertices, make sure both SubDivs have the SAME AMOUNT of EDGES in Proxy mode. Point snap (V) all vertices to line up the edges.
Hierarchy mode- select both SubDivs and attach.
Reassign any shaders.

If you don’t have the same number of edges to attach, select edges and either go finer or coarser, or use the manual attach method. Proceeding without the same edges in proxy mode will not have correct results.


Cure for subdivision SLOWNESS

1.) Open the Hypergraph. Options > Display > Shape Nodes.

2.) Select the shape node for your SubD model , and “show up-and-downstream connections”.

3.) Right-mouse over your SubD model in the viewport and go to Poly Proxy mode.

4.) In the Hypergraph, you should see the downstream connections change to a historyshape node (the
poly proxy) and a bunch of blindData nodes.

5.) Delete the blindData nodes. If you move vertices on your model, you should already see a slight
increase in speed.

6.) Create two layers.

7.) Select and assign the the poly proxy (historyShape) and the subd shape node to seperate layers.

8.) Hide the layer with the Subd shape node

9.) Middle mouse drag the Poly Proxy (historyShape) node over the shading group (at the right end of the
network in the hypergraph) to give it a material, so it is shaded in the viewport.

10.) Now move some vertices on your poly proxy and you should have full interactivity! You can hide
and show both layers whenever you want. (Note that the greatest performance increase comes from
hiding the SubD layer.)

You can also bind the poly proxy to a skeleton and animate it. That way you can alter and assign UVs on
the SubD model after the poly proxy is skinned. When you want to render, just hide the poly proxy and
show the subd! Walla!

Hopefully this will work for everyone. If it doesn’t and you have questions, post them. I’ll try to solve
them. Note that you must repeat the steps concerning the Poly Proxy node if you switch back to standard
mode and then back to Poly Proxy node (deleting blindData nodes, assigning to the layer and assigning a
shading group, etc).


How to save a Hardware Render:

How to setup Facial Animation :


How to render in regions (for hi res images)


how to animate cast shadows :

How to import z-brush models into maya:

How to customize marking menus to contain more views:

Converting instance nodes to copy nodes:

3DS smoothing group equivalent in maya:


Creating an Xray on/off state that is easy to use.
There are several different ways to do this.



Rendering Floating point images with maya\MR:

How to make a light Blink:

Lots of Character Rigging info:

How to create Hand controls on numerous skeletons:

Reusing rig information for other characters:

Animate Point Orient constraints:

Textures dont stick to geometry , here is the solution:


Very helpful hint on paintFX, mapping bald areas for your model.


How to cure the Maya renderer stops rendering the second it starts illness:

How to switch between Sub-d\Low poly:

How to combine Polys (and deal with edge problems that arise):

How to find a beautiful girlfriend:

waiting for thread



multiple functions in one hotkey (from whatever is selected)


how to model tubes/pipes ?

  1. create two concentric NURBs circles
  2. create a locator and snap it into the center of the smaller
    circle (inside)
  3. create CV/EP-curve and snap it’s starting point directly onto
    the center of the locator
  4. draw curve like you want the pipes to flow
  5. select circles and curve
  6. ‘surfaces->extrude’
  7. use ‘edit curves-> add points’ to continue pipe-extrusion in
  8. ‘edit curves->rebuild curve’ to make the extrusion as smooth
    as possible
  9. ‘edit curves->smooth curve’ to finally smooth out your pipe



Error: Cannot find procedure “MayaWindow|mainRenderMenu”. How to fix it:


fixing flickering of objects.
penetration of surfaces that are close together while rendering.


Changing the number of processors durring a batch render :shrug:



Talks about why an image sequence won’t update the sequential frames, even though the first frame of the sequence shows up fine. Very tricky.