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Autodesk Maya LT v2018.5

Review:

  

Cost-effective video game development software

Maya LT™ 3D modeling and animation software is built for professional indie game makers. Bring creations to life with powerful game development tools.


Highlights

3D software designed for indie game developers

Maya LT™ 3D animation and modeling software speeds the 3D creative process for experienced indie game developers and is easier to learn for new users.

Features

Modeling

  • Shape Editor improvements - Create detailed animations and corrective blendshapes.
  • Automated LOD generation - Create and transfer level of detail data for 3D game assets.
  • Built-in sculpting tools - Use sculpting tools directly in Maya LT.
  • Improved modeling and UV tools - Get a more intuitive workflow.
  • Modeling and UV tool improvements - Improved modeling and UVs with mirroring and symmetry.
  • Indie-friendly game modeling tools - Develop characters, props, and environments.
  • Improve game model efficiency - Create efficient 3D models for better performance.
  • OpenSubdiv library - Model faster with subdivision surfaces.

Animation

  • Time Editor - Nondestructive, clip-based nonlinear editor.
  • Graph Editor improvements - Perform common tasks more quickly and easily.
  • Export/import skin weight maps - Gain more flexibility and transferability.
  • Improved animation tools - Explore Spline IK and Cluster Deformation tools.
  • Roll bones in HumanIK - Supports up to 5 roll bones for better limb deformations.
  • Quick Rig tool - Automatically generate and place HumanIK rigs.
  • Animation tools for indie game makers - Bring your game characters to life faster.
  • Character skeleton creation - Built-in skeleton generation tools based on HumanIK.
  • Geodesic voxel binding - Bind 3D model mesh to skeletons.

Lighting, materials, and texture baking

  • Texture baking workflow improvements - Supports physically based area lights.
  • Physically based shader materials - Create high-quality materials within Maya LT.
  • Improved Turtle baking tools - Better artistic results with more baking tools.
  • Lighting and texture baking - Simulate realistic game lighting.
  • Model material tools - Create and edit materials with intuitive tools.
  • UV editing tool - Intuitive visual feedback simplifies UV creation.
  • Substance material integration - Work with Allegorithmic Substance materials directly in Maya LT.

Indie game workflows

  • Workspaces - Quickly switch between task-specific UI layouts.
  • Powerful workflows with Stingray game engine - Art-to-engine workflows make game creation easier.
  • Get Stingray - Access the Stingray engine with a Maya LT subscription.
  • User-submitted workflow improvements - Vote on user-submitted feedback.
  • Creative Market integration - Buy 3D content directly from Maya LT.
  • Updated Game Exporter - Create object sets and set key frames in the Exporter.
  • Game engine export tools - Asset export to Unity or Unreal.
  • Send to Mudbox - Sculpt and paint a model via Mudbox export.
  • Game Exporter tool - Improved export for static and animated game objects.
  • Built for indie game development workflows - Workflows for indie game makers.
  • MEL scripting - Simplify and customize your workflow.
  • Powerful and accurate viewport - Powerful viewport previews.
  • Cloud integration - Share assets with Dropbox, A360, and 123D apps.

Modeling

Shape Editor improvements

Improvements to the Shape Authoring tools give you more control to create, tweak, and correct animations in a detailed way. The tools help you make more complex animations for areas where high levels of detail are required, like facial animations. They also give you an easier way to manage corrective blendshape animations on top of rig-based deformation. The new tools in the Shape Editor include Merge Targets, Clone Target, Combination shapes, and show/hide in-between targets.

Automated LOD generation

New tools make it easier for 3D artists to create and transfer level of detail (LOD) data for 3D game assets.

Now you can define the percentage of mesh reduction for each LOD and create reduced meshes that can be used in-engine.

Built-in sculpting tools

Brush-based sculpting tools enable artists to do high-level sculpting on their models without having to export to a different tool.

  • Save time by making small tweaks and adjustments with new sculpting tools directly in Maya LT.
  • Use the included base meshes as a starting point to save time when creating new models or to start learning the new sculpting tools.

Improved modeling and UV tools

An improved UV creation and editing toolset in Maya LT 2016 makes the workflow for UV maps easier than ever.

  • The new set of Mudbox-style UV brushes make the workflow more intuitive for artists.
  • New additions to the toolset include: interactive cut/sew edge tool, automatic projection, pinning, weld, split, and an unfold brush.

Modeling and UV tool improvements

This release continues to improve the modeling tools and capabilities of Maya LT, an initiative spanning several releases.

Updates to tools, functionality, and efficiency provide significant enhancements to modelers' daily workflows.

  • Improved mirroring and symmetry workflows, including when using the QuadDraw retopology toolset.
  • Mirror UVs command also enables UV maps to be mirrored.
  • An update to the UV packing algorithm enables UV maps to be packed more efficiently to maximize space.
  • Updates to the Unfold3D UV unwrapping algorithm speed process.
  • Algorithms behind technical modeling tools, such as Bevel, Extrude, Bridge, and Wedge Faces offer better performance and less inconsistencies to provide the expected behavior.
  • A new option to show/hide components of a mesh helps make it easier for artists to reduce clutter on an object to improve visibility on the target area of focus.

Indie-friendly game modeling tools

Create and edit the characters, props, and environments you need for your game with sophisticated game modeling tools.

  • Polygonal, NURBS, and subdivision surface modeling tools
  • Bridge, poke, cut, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror cut, edge loop, edge ring, slide edge, and pick-walk tools
  • True soft selection and soft modification
  • Transfer of UV, color-per-vertex, and vertex position information between polygon meshes of differing topologies
  • Nonlinear deformation modifiers: bend, taper/flare, squash, twist, wave, lattice
  • Mesh optimization with the Quad Draw tool for cleaner deformations and better performance in-game
  • Faster and more reliable Boolean operations on polygon geometry with an efficient new library

Improve game model efficiency

Use a variety of built-in tools to make sure the 3D models created for your game avoid negative game performance.

Create higher-resolution character and environment models in unlimited scene sizes within Maya LT, then reduce polygonal resolution for better game performance.

Optimize content for mobile devices with polygon reduction, data cleanup, blind data tagging, and level-of-detail tools.

OpenSubdiv library

Model faster with subdivision surfaces by seeing rapidly updated previews as you make changes to the model.

Use the decades of research and experience of the Pixar animation team when using subdivision surface modeling for your game characters and environments.

  • The technology is designed to take advantage of both parallel CPU and GPU architectures, resulting in faster draw performance.
  • Working with control cages on subdivision surfaces gives a more WYSIWYG experience by updating the model faster when making changes.

Animation

Time Editor

It’s now easier to create and edit more complex animations than before in Maya LT. The Time Editor is a nondestructive, clip-based nonlinear editor that features an intuitive and familiar user interface for working with scene objects. Its high-level design makes it easier to work with animated objects, but it also offers a simple way to expose more granular keyframe data, if needed. The Time Editor also helps you import and edit motion capture data through the FBX format.

Graph Editor improvements

The Graph Editor features usability improvements that help reduce the time and number of clicks you need to perform common tasks. The enhanced user interface has more visible animation curves and moves the timeline to the top of the Graph Editor. Now you can move keys without selecting the Move tool. Other improvements: a more easily adjustable time range, pre-weighted tangents, a scrubbable Time Marker, and interactive keyframes.

Export/import skin weight maps

Artists gain more flexibility when creating and adjusting skin weight maps for character skin deformations.

Re-importing a skin weight map lets you make changes to the topology of a model without having to completely re-create a new map.

Improved animation tools

Get updated animation layer editor, SplineIK, and Cluster Deformation tools.

Improved animation tools add SplineIK and Cluster Deformation to help you create more diverse and complex character animations.

An updated Game Export tool makes it easier to manage and export multiple animation clips in one or more files.

  • The animation layer editor is now available, supporting a 2-layer system for editing animation.
  • Character Controls and the HumanIK rigging system make it easier to create more complex animated characters and to reuse animations across different character models.
  • Animators can now bake retargeted animation to the Control rig for further editing.

Roll bones in HumanIK

The HumanIK animation system in Maya LT now supports up to 5 roll bones per limb, to help avoid the candy-wrapper effect that can occur when a limb turns on its own axis.

A UI update exposes the roll bones and makes the HumanIK animation system simpler to use.

Quick Rig tool

Novice animators can rig characters more easily by using the Quick Rig tool to generate and place a HumanIK rig within the geometry of their bipedal characters.

Users can position guide markers that improve the accuracy of rig placement. The tool also applies basic skinning to the model.

Animation tools for indie game makers

Bring your characters, props, and environments to life with efficient game animation tools based on Maya and HumanIK animation software.

  • Edit 2D visual representations of animations with the graph editor and adjust timing using the dope sheet editor.
  • Edit motion trails/trajectories to fine-tune motion animation directly in the viewport.
  • Blend shape/morph target deformers for shape animation.
  • Skin and pose game characters with realistic deformations.
  • Use Utility Nodes to add mathematical relations between objects within a scene to give a finer level of control over rigs and animations, and simplifying use with certain auto-rigging tools.
  • Set Driven Key links the movement of objects within the same scene, reducing complexity and repetitive tasks when animating game assets.

Character skeleton creation

Create skeletons for your game characters faster with a set of built-in tools that make it easier for artists to set up characters for animation.

  • Automatic biped skeleton generator with interactive editing
  • Joint tool with symmetry and projected centering to create skeletons for non-biped game characters
  • Easy-to-use, full-body inverse kinematic rigging with the HumanIK solver
  • Animation retargeting between character models of different proportions to quickly animate large numbers of characters in your game
  • Mirroring functionality speeds up the creation of character rigs.
  • IK Pole Handles make it easier for artists to add inverse kinematics to custom character bone structures.

Geodesic voxel binding

Bind modeled geometry to skeletons faster, often with just a few clicks.

This new method can handle highly complex or less-than-perfect geometry, with even overlapping or non-watertight meshes requiring far less cleanup than traditional methods, making it easier for new users to achieve good results.

The compute process to perform the binding is fast, and the resulting skin weights are compatible with existing skinning methods in Maya LT.

Lighting, materials, and texture baking

Texture baking workflow improvements

Physically based area lights are now supported, providing higher-quality light and shadows for Turtle texture baking workflows.

File texture nodes now support image sequences, letting artists visualize prerendered game effects or rotoscope animations using animated image sequences on image planes.

Physically based shader materials

ShaderFX includes a new, physically based shading material so artists can make more realistic and higher-quality materials.

Artists can create high-quality materials within Maya LT, making it easier to achieve the desired result and more closely match the look in-game.

Artist can create high-quality materials within Maya LT, making it easier to achieve the desired result and more closely match the look in-game.

Physically-based ShaderFX materials can be transferred to the Stingray game engine so materials don’t have to be created twice.

Improved Turtle baking tools

Maya LT now offers more Turtle features, so artists can produce better and more complex baked results.

The default baking presets have also been adjusted to give better results for artists less familiar with texture baking workflows.

Lighting and texture baking

Efficiently simulate realistic game lighting using global illumination tools to bake lighting data into texture maps or vertex maps.

  • Baked lighting data enables higher-quality lighting with far less impact on game performance.
  • Bake texture maps from highly detailed models to lower polygon models: normal, occlusion, displacement, lighting, and shadows.
  • Create realistic global illumination for game levels and implement a number of lighting effects: spotlights, point lights, direct lights, and shadows.

Model material tools

Intuitive toolsets designed for nontechnical artists help you create, edit, and adjust game model materials.

ShaderFX, a real-time, node-based shader editor, helps less technical artists create shaders that closely match the target game engine without manual coding.

  • Advanced game material effects: crack-free tessellation, vector displacement maps, translucence, reflections, and image-based lighting
  • Workflow for creative texturing: UV creation and editing, auto-projection, interactive relaxation, layout UVs, lattice modification, and smudge tools
  • Multiple UV set support
  • Multiple sets of animatable color-per-vertex (CPV), prelighting, and user-defined normals

UV editing tool

Build UV maps more easily with Unfold3D, which helps you create and edit UVs with visual feedback systems and define your own UV seams using intuitive selection tools within the viewport.

Color-coded or checkerboard visual feedback systems give you easy-to-read visual feedback that highlight problem areas on the UV map.

Efficient UV unfolding algorithms enable artists—even novice 3D modelers—to see the results and make adjustments quickly.

Substance material integration

Browse, apply, and edit model materials created in the Allegorithmic Substance Designer procedural texture creation tool to models within Maya LT.

Less technical artists can browse model materials created by technical artists in Substance Designer and apply them to models, then adjust parameters of the material from within the software and see the results applied to the model in real time.

The Maya LT viewport displays Substance materials as they will appear in supported engines, so you can make creative decisions based on accurate previews.

Included sample materials can help new users learn and experiment with material editing.

Indie game workflows

Workspaces

Workspaces are defined user interface and tool layouts that you can select from a drop-down menu. Choose Workspace presets for everyday tasks like modeling, sculpting, UV editing, rigging, and animation. You can also create and save custom UI layouts that fit your workflow, making it easier for you to work the way you want.

Powerful workflows with Stingray game engine

The Stingray 3D game engine, available with Maya LT subscription, offers an ideal game-making combo for indie game makers and small studios.

Connectivity between Maya LT and Stingray makes it easier to create 3D assets for use in Stingray.

Simplify the creation of your next game with art-to-engine workflows:

  • Send to Stingray export in Maya LT enables artists to export their assets directly to a Stingray project folder.
  • Camera synchronization between Maya LT and Stingray enables artists to view whole scenes in the context of the Stingray editor so they can implement changes and evaluate them quickly.
  • A live link between Maya LT and Stingray enables artists to view their models, animations, and materials in the context of the Stingray editor as they make changes in Maya LT.
  • Physically based materials created in ShaderFX within Maya LT can be transferred to Stingray so artists do not have to re-create their materials.
  • Enabling the Stingray Tonemap in Maya LT helps ensure better visual parity in assets viewed in both Maya LT and Stingray.
  • Indie game makers using Stingray to create ragdolls, cloth, and other physics-based simulations can optionally install the NVIDIA PhysX plug-in for Maya LT.

Note: Access to the Stingray game engine requires an active subscription to Maya LT. You must install a plug-in to enable interoperability.

Get Stingray

Maya LT subscribers can get access to Stingray game engine software. Game makers can use a professional 3D animation tool and a modern 3D game engine with seamless art-to-engine workflows to build their 3D games.

User-submitted workflow improvements

Maya LT 2016 includes several workflow modifications based on the aggregated feedback of Maya and Maya LT users.

Artists can submit and vote on current suggestions by using the Maya LT feedback site.

Creative Market integration

Users can search, browse, and buy 3D content on the Creative Market directly from Maya LT.

Game makers can also use the Creative Market to sell their content.

Updated Game Exporter

Adjust asset exports more easily with two updates.

First, create and name object sets from within the Game Exporter by selecting them in the Viewport.

Users can also set and adjust animation key frames in the Exporter, which will create corresponding updates in the Time Range.

Game engine export tools

Maya LT is designed to make it easier for indie game makers to get their 3D models and animations into game engines.

Special export options like Send to Unity and Send to Unreal make it easier for indie game makers to get their assets into their Unity or Unreal projects.

  • Send to Unity lets artists export content from Maya LT directly to a Unity 3D Engine project folder. Assets exported in this manner appear directly within the Unity project.
  • Send to Unreal lets Maya LT users export content directly into their Unreal Engine 4 project folder.
  • Both export options allow export for model or scene selections with no polygonal restrictions in the FBX format.

Send to Mudbox

Export geometry to Mudbox digital sculpting and digital painting software to add detail to the model.

Texture and detail maps can be sent back to the model in Maya LT.

Game Exporter tool

Define multiple animations within a single Maya LT file with a name and start/stop frames to make future exports from that file easier, review those animations more easily, and preserve export settings.

Export multiple animation clips to a single FBX file using FBX Takes, or export multiple animation clips to individual FBX files from a single source Maya LT file.

  • Preserve export settings for static and dynamic meshes within a Maya LT file to make future exports of that file faster and more consistent.
  • Review animations within a Maya LT file by selecting  each defined animation clip individually.
  • Open files in FBX Review software with the Game Exporter tool to help evaluate the artistic integrity of the exported file.
  • Updates to the Game Export tool automate more of the process, making it easier to export assets for use in-engine.
  • A new Threshold Type for LOD groups offers greater flexibility when exporting LODs to your game engine. LODs can now be displayed based on the percentage of screen height of the group in the current frame, providing better support for modern game engines. When using FBX 2016.1, exported LODs are preserved in the file so certain game engines can use them.
  • Performance and UI updates make it easier and faster for game makers to export multiple assets simultaneously.

Built for indie game development workflows

Create 3D assets faster with software designed to fit more efficiently into the common workflows of indie game makers.

The Maya LT viewport displays assets as they appear in-game, and provides intuitive WASD-based controls to manipulate the viewport camera.

Maya LT supports high-res to low-res texture map baking to create the most efficient game-ready models.

  • Create characters, props, and environment art in unlimited scene sizes, and export objects or scene selections up to 100,000 polygons (200,000 triangles) in the FBX or OBJ formats.
  • Import asset formats: Maya (.ma, .mb); Maya LT (.mlt, .obj, .fbx, .ai, .eps).
  • Import common texture formats: .bmp, .png, .dds, .exr, .tga, .tiff.

MEL scripting

Write and save custom MEL scripts to automate tasks and simplify repetitive or complex workflows in Maya LT.

The built-in script editor displays scripts that correspond to user actions within the Maya LT UI, making it easier for nonprogrammers to learn MEL and create their own customized scripts based on script editor output.

Save scripts into customizable buttons, menus, and hotkeys within the Maya LT UI for faster access. Share MEL scripts to more easily ensure common workflow practices for consistency in indie game production.

Note: MEL commands in Maya LT are a subset of the MEL commands available in Maya. For more details, please consult the online documentation.

Powerful and accurate viewport

See how assets will appear in-game and reduce the number of roundtrips between Maya LT and the game engine.

Save time while working on large scenes—begin working on a scene while Maya LT loads textures in the background.

Enable a fog effect in the viewport to focus on the object closest to the viewport camera.

Use ShaderFX to create shaders that closely match the target game engine without manual coding through a visual, node-based editor.

  • Powerful DirectX 11 graphics directly in the viewport
  • Support for HLSL (high-level shading language) and CgFX shaders
  • A variety of effects available: ambient occlusion, depth of field, anti-aliasing, alpha channel support, and high-quality lighting and shadows

Cloud integration

Integrations with Dropbox, A360 , and 123D apps let indie game teams more easily share game assets with each other through the cloud.

  • Browse and open files in certain cloud services directly through the Maya LT interface, making importing 3D assets easier.
  • When using Dropbox or A360, users can open, modify, and save their files back to the cloud.
  • Artists can open files created and saved in the 123D cloud storage service so that real-world items captured in 123D Catch or characters made in 123D Creature can be used as a starting point to make final game assets in Maya LT.

Updates

What's new in Maya LT 2018.4? Released Aug 13, 2018

UV editor update

The UV Editor's most recent settings now persist through a Maya LT restart. You can reset them manually with a new Reset UV Editor UI command.

Time Editor Suspend Refresh

Previously, when working with large scenes in the Time Editor, repositioning clips would trigger a redraw that resulted in a performance slowdown. This lag led to difficulty and inaccuracy when trying to make precision edits.

Now, to avoid this performance setback, activate the Real Time Refresh option located in the Time Editor File menu. When active, Real Time Refresh suspends the scene update so your fine-tuning is uninterrupted.

Improved experience creating File nodes

When creating File nodes using large image files such as HDR images, you can now interrupt swatch generation by selecting another image file in the File Browser, or click Open to bypass swatch generation. This eliminates the need to wait for the texture to load.

Bake Deformer skeleton colorization

Skeleton coloring is no longer automatic when you use the Bake Deformer tool. In previous versions of Maya LT, whenever you created a new skincluster, a color would automatically assigned to the skeleton.

Now, skeleton coloring is optional. If you want the skeleton to be colorized, use the following flag on the bakeDeformercommand:
-colorizeSkeleton = true

See the full release notes

What's new in Maya LT 2018.3?

Graph Editor Auto Frame

Two new options, Auto frame both axes in the Graph Editor section of the Animation (Settings) Preferences and Auto Frame Time in the Graph Editor View menu let you set the Graph Editor to automatically center the Graph View in both the x (value) and y (time) axes. Otherwise, the Graph Editor Graph View is framed only in the x-axis.

These options are only available if the Auto frame option is active.

UV Editor changes

A few small changes have been made to the UV Editor to streamline workflows. These include:

  • The Unpack option in the Unfold UVs Options has been renamed Layout UVs to more accurately reflect what it does.
  • The Shell Pre-Scaling method in the Layout UVs Options now defaults to Preserve 3D Ratios. This will result in UV shells that better maintain the relative sizes of the geometry they belong to.

What's New in Maya LT 2018.4

Operating System 

  • Microsoft® Windows® 7 (SP1) and Windows® 10 Professional operating system
  • Apple® Mac OS® X 10.10.5, and 10.11.x operating system

Browser 

Autodesk recommends the latest version of the following web browsers for access to online supplemental content:

  • Apple® Safari® web browser
  • Google Chrome™ web browser
  • Microsoft® Internet Explorer® web browser
  • Mozilla® Firefox® web browser

Hardward

CPU 

  • 64-bit Intel® or AMD® multi-core processor with SSE4.2 instruction set

Graphics Hardware  Refer to the following pages for a detailed list of recommended systems and graphics cards:

RAM 

  • 8 GB of RAM (16 GB or more recommended)

Disk Space 

  • 4 GB of free disk space for install

Pointing Device 

  • Three-button mouse

Autodesk is not responsible for errors or failures of Autodesk software arising from the installation of updates, extensions or new releases issued by third party hardware or software vendors for the certified software or hardware identified in this document (or for any other third party software or hardware that you may use in connection with Autodesk products).

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Maya 2018.5

What's Fixed

The following list contains bug numbers and corresponding descriptions for issues fixed in this release.

Animation  

  • MAYA-95205 Missing node upstream of wire deformer causes crash in Maya 2018
  • MAYA-95146 MPxBlendShape Crash With Deferred Reference
  • MAYA-94861 Correctness : Param curve made static does not act static
  • MAYA-94750 Array attribute that has compound children connected may not update correctly
  • MAYA-94707 GPUOverride : macOS Mojave now supports implicit sync
  • MAYA-94682 Camera offset doesn't work with Parallel Evaluation
  • MAYA-94382 Facial rig meshes don't move or deform in EMS or EMP modes
  • MAYA-94097 Rotation with quaternion interpolation is changed after save/load scene
  • MAYA-94058 Array Attr inside a Compound is not evaluated
  • MAYA-93910 parentMatrix attribute of a custom transform node does not evaluate
  • MAYA-93681 Performance of the Camera Sequencer in Maya 2018 is much slower then previous versions
  • MAYA-93647 Trax : Shot values are set to 0 when changed from channel box
  • MAYA-93526 TimePrecision : Frame rate of movie file output by playblast is not correct with non-integer fps
  • MAYA-93513 Selecting curves from multiple layers not working in the graph editor
  • MAYA-93422 GraphEditor : MPxAnimCurveInterpolator causes crash if buffer curves are displayed
  • MAYA-93342 Invisibility evaluator doesn't take into account switching meshes using attributes
  • MAYA-92758 The "playblast" command writes out incorrect filename when frame arg is negative
  • Foundation  
  • MAYA-95530 Python dead lock with nested executeInMainThreadWithResult
  • MAYA-95311 Importing obj file with long group line crashes
  • MAYA-94895 Missing "lib" folder in macOS DevKit
  • MAYA-94581 DevKit : libicu* libs are missing in devkit on Linux
  • MAYA-93804 Shiboken bindings changes everytime you generate bindings
  • MAYA-93527 icudt53.dll is missing from devkitBase\devkit\bin to compile the qtForms plugin example
  • MAYA-93332 Maya crashes when referencing files with animation layers
  • MAYA-92953 Crash due to the lag created in the Hypershade with DAG nodes in reference

Maya LT  

  • MAYA-94781 Copy & Paste not working

Modeling  

  • MAYA-94853 UV snapshot: new snapshot created when overwriting existing file

Rendering  

  • MAYA-94126 Crash on Maya exit after setting playblast output transform in Color Management Preferences, then playblasting

UI  

  • MAYA-94449 Manipulating values in the channel box crashes Maya
  • MAYA-89982 Crash when repeatedly calling a custom tool to create a window

Viewport  

  • MAYA-95376 Objects with connected visibility not triggering EM graph in VP2.0
  • MAYA-94037 Crash when trying to playblast
  • Return to Top

Limitations and notes

Unless otherwise noted in the What's Fixed section, please be aware that this release contains the same Known Limitations described in the previous versions of Maya Release Notes.

MAYA-95067 - (Mac only) Update embedded Python from 2.7.11 to 2.7.15 (for TLS 1.2 Support)
We've updated the embedded version of Python on Mac to Python 2.7.15. This version of Python includes a local copy of updated OpenSSL libraries, which no longer have access to the default trusted certificates. (See https://www.python.org/downloads/release/python-2715/.)

The embedded Python has a set of default Root Certificates for the ssl module and uses the certificates provided by the certifi package:https://pypi.python.org/pypi/certifi.

In order to make use of these default Root Certificates, internally to Maya we set the environment variable SSL_CERT_FILE to point to the cert.pem file in the Python Framework. The user has some control over the use and setting of this environment variable. If the environment variable is already set, we will not overwrite the value. If the MAYA_DO_NOT_SET_SSL_CERT_FILE is set, we will not set the environment variable.

MAYA-92731 - Viewport 2.0 shaders using internal scene draw have garbage being drawn when FP buffer is enabled.
Workaround: Turn off FP targets.

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How to model a 3D Pillow in Maya 2018 in 5 minutes

Mike Hermes redoes an old video with Maya 2018 and you can't get much faster and easier than this! This is in a Maya...

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Maya 2018: Comprehensive Review of Modeling Improvements

My Oh Maya dives a bit deeper into Modeling improvements. Watch and learn. Scroll down the page to the second video.

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Modeling Basics in 2018

Sculpting, Quad Draw, Bridge with Symmetry, Curve Warp Deformer, MASH, and much more are covered in these videos that will...

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Turn a 2D Image into a 3D Mesh in Maya

PlatinumRyan explains this simple process of converting a flat image into a 3 dimensional mesh. 

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Understanding Depth Of Field in Arnold and Maya

This is a free excerpt from a course from Mograph Plus and Kamel Khezri. Learn about how to set up Depth of Field properly...

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How to make Snowy Object in Maya

How to make Snowy Object in Maya - This tutorial is originally in Korean but is great quality so don't fear a language...

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Maya Snow Tutorial

This one, from 3DYee Modeling and 3D Tutorials, has no voice over so follow along visually.

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Maya tutorial : Create snow on objects

Mike Hermes tutorial on the topic.

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MtoA 206 | Snow and Ice | Material series using Arnold 5 with Maya 2018

Arvid Schneider puts out some fantastic Maya tutorials and this one seems especially seasonally appropriate, as I look out...

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The New MASH Dynamics Node in Maya 2018, Part 3

This is the last in our series on the brand new MASH Dynamics Node in the latest Maya release, which came out at the end...

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The New MASH Dynamics Node in Maya 2018, Part 2

Happy Eclipse Day! I’m on a trip now viewing the eclipse in Totality, so I’ve queued this one up for you. It’s part 2 of our...

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The New MASH Dynamics Node in Maya 2018

There are some great new motion graphics features in Maya 2018 including new MASH Nodes, such as MASH Dynamics Node, MASH...

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The New UV Editor in Maya 2018

In any 3D application that I’ve learned, working with UVs has always been the most daunting for me. In Maya 2017 Update 3,...

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Tutorial #6 - Curvature Node & Layering Noise by Saul Espinos

In the video, he references the Redshift 2 Maya - Tutorial #6 - Curvature Node & Layering Noise by Saul Espinosa. It is...

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Medical Animation Tutorial - Creating a simple cell model in Maya

Annie Campbell (a relative of Nicks?) explains how to create red blood cells with Maya and After Effects. Scroll down the...

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Burning Question: Medical Animations

The human body is still such an enigma and there are so many technical, yet beautiful, 2D and 3D animations that help to...

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Where Did Arnold Go?

I ran into a little problem after updating to Maya 2017. Arnold Standard Shader was missing! If this happens to you, this...

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Live Tutorial: Working with Arnold 5

Arvid Schneider explains lighting and shading a scene from start to finish with Arnold 5. "I am using an arnold learning...

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Arnold Render 5 tips and tricks for faster renders

Arnold For Maya Tips Tricks Webinar May 11, 2017
John Paul Giancarlo, M&E Technical Specialist for South Europe, based in...

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4 Legged Animals: Quadruped Locomotion Tutorial

So, what if you're animating a 4 legged critter instead of a bi-ped? It's double the fun! Felix Sputnik explains how to...

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Female Walk Cycle - Workflow Tutorial

Another from Chiara Porri, this time focusing on the walk cycle of the female of the species. [Via Lester Banks]

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Run Cycle Tips

Chiara Porri has been an animator for over a decade and in this video she gives some great advice on creating a run cycle...

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A Common Mistake when Animating Walkcycles in Maya

Brian Horgan tells you what NOT to do when animating walk cycles. This is extremely useful information, especially if...

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Animation for Videogames tutorial: Creating a character animation set in Maya

This is the third part of a series of tutorials by James Marijeanne. He talks about the pre-vis process, which is...

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Creating a Walk Cycle in Maya

In 2015 I wrote an article about how to create a walk cycle with several tutorials and examples, plus, some animals, not...

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IK: Better Managing Pole Vectors on an IK Chain in Maya

This is another via Lester Banks and is from the rigging artist Giovanna Coutinho and she talks about how to set up an...

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Character Animation: An Alternative Way to Animate a Foot Roll

Brian Horgan put together this informative tutorial and  says, "A look at how the FootRoll attribute on IK leg controls...

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IK: Rigging a Bird with IK Handles and Curves in Maya 2016

From Mike Hermes: "In this Maya 2016 rigging tutorial video I will show you how to create a simple bird rig including...

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Character modeling: Bat, parts 1 and 2

Part 1 is about the concept art and part 2 is modeling.

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Quick Rigging and Skinning a Character in Maya 2017

From 3D Tutorials: "CGI 3D Tutorials : Quick Rigging and Skinning a Character in Maya 2017. This tutorial shows you how to...

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How To Make A 2D Animation Or Cartoon in Maya

From TunnelvizionTV: "In this Maya 2017 tutorial I show you how you can use Maya to create a 2d animation or cartoon. You...

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Maya 2017: Time Editor

Autodesk's Sr. Maya Technical Specialist Steven Roselle explains how to create cycles and use the timing workflow features...

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Maya’s Animation Evolution

This video took place at a Vision Series event and features Warren Trezevant, formerly of Pixar and now theAnimation...

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Maya: Time Editor | Move data between characters

Learn how to copy and move motion data between to Human IK characters using Maya’s Time Editor. In this video, George...

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Maya: Time Editor | Ghosting clips

Gain knowledge and understand how to work with ghosting in Maya’s new Time Editor. Ghosting allows you to see a...

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Non-Destructive Animation Editing: Basic setup and single clip editing

In this movie, we show you how to use Maya's Time Editor to save and edit animation clips non-destructively. Included...

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Maya LT 2017 – Time Editor animation tool

Here's a quick overview of the Time Editor in Maya LT 2017. 

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Medical Animation Tutorial: Red Blood Cell Animation using Maya 2017 MASH Motion graphics

In this tutoria, Emily McDonald will be looking at creating an animated red blood cell flow using Maya 2017 and the MASH...

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Medical Animation Tutorial: Create Villi using Maya 2017 MASH Motion Graphics

In this tutorial, Emily McDougall shows you a quick and easy way to create animated villi using Maya 2017 and the MASH...

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Maya: Motion Graphics Workflow with MASH | MASH - The Time Node

"In this movie, Scott explains the MASH Time node. The Time node is a core component of a MASH network and gets created...

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Maya 2016 Extension 2 New Features | Introduction to MASH networks

This one is from LinkedIn Learning Solutions. They actually have several tutorials on YouTube on the topic of Maya and...

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Maya MASH from Ian Waters

Ian currently has 35 tutorials to check out on the topic of Maya and MASH. See all of his videos here. Featured in Maya...

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Maya 2017 - Intro to MASH

An introduction for beginners to MASH. A new toolset in Maya 2017 for making motion graphics and cool effects. Featured...

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Autodesk Maya 2017 Mash Overview

An overview of MASH from the Motion Graphics Toolkit in Maya 2017. Featured in Maya Monday: Maya for Motion Graphics and...

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Maya 2017 - Low Polygon Modeling - Parts 1 & 2

This covers tutorial covers so much including loop and ring selections; shortcuts like the G key to repeat the last...

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Maya Hotkey Issue Solved

There's an issue in Maya 2017 that customized hotkeys will disappear each time Maya is launched, setting it back to the...

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Customize Hotkeys for Animators [Maya]

N.Droo's videos are very useful to me as a beginning Maya user. In this video, he explains how to customize your hotkeys...

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Maya Quick Tips - Toolbox hotkeys and hidden menus

This movie shows you some techniques to speed up your interactions with the Toolbox in Maya. Featured in Maya Monday:...

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Maya 2017 Tutorial | #05 Hotbox & Marking

In this video, we'll see what is hotbox and marking menu and how to use them in Maya 2017. Featured in Maya Monday:...

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Maya 2017 Tutorial | #04 Navigation

Learn to navigate around Maya 2017. Featured in Maya Monday: Opening Maya For the First Time. 

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Maya 2017 Tutorial | #03 Viewports

Learn to configure Viewports in Maya 2017.

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Maya 2017 Tutorial | #02 Projects

In this video, learn what projects are in Maya and how to use them. Featured in Maya Monday: Opening Maya For the First...

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Maya 2017 Tutorial | #01 Interface

A video from Vito Tutors to explain the Maya 2017 Interface. Featured in Maya Monday: Opening Maya For the First Time.... More...

Maya Interface Tour

This movie gives you a basic overview of the various parts of the Maya user interface. Featured in the article Maya...

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Maya 2017 - Your first day in Maya

This tutorial explains how to maneuver in Maya 2017, how to make primitives and text, and learn about the major interface...

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Maya Tutorial for Beginners 2016 | 2017

Get comfy with the new tools and user interface items in Maya 2016 or 2017. Learn how to create polygon and texture...

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Quick Rigging and Skinning a character

This is slightly bit more advanced and also covers skinning but is very clear and easy to follow.

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Maya 2017 Auto Rig tool Simple Tutorial

Learn to use the Auto Rig tool on a game model. 

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Quick Rig from My Oh Maya

Stephen Roselle of My Oh Maya talks about Quick Rig which is in the HumanIK window. One click, what can be easier!

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Maya 2016 Extension 2: Easier Character Creation

Available in Maya 2016 Extension 2, new tools like Quick Rig along with big enhancements to Shape Authoring help make...

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Maya Quick Rig

The new Quick Rig makes it easier than ever for novice animators to create a character rig. The new tool can generate a...

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Cut Smooth Holes Without Boolean in Maya Easy in Maya

In this video, 3DGameArt shows Maya users the method of cutting smooth holes in your mesh without boolean easily. Cutting...

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Polygon Modeling a Vase in Maya

A quick tutorial explaining how to model a basic vase using polygon primitives.This was featured in Maya Monday: 5...

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Creating A Temple In Maya, A Basic Modeling Workflow

In this Envato+ tutorial, Sansar Tripathi explains how to build a massive temple in Maya, perfect for newbies.

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Easy Hand Modeling Tutorial in Maya

Another from Alex Cheparev, check out this very simple hand modeling workflow. Alex uses box modeling and simple polygon...

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