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Now, if you want to dig even deeper into an object, you can use the Attribute Editor. Now, this has some of the features of the Channel Box, where you can actually do numeric entry on the position and rotation of an object. But it also allows you to control the parameters that construct the object itself. So, here I have a simple scene here. I'm going to go ahead and select the dog's head. Now, you notice in the Channel Box we have all of the rotational information. Now, if I click here into the Attribute Editor, you'll notice we get a lot more information.
Now, the Attribute Editor is actually built up of tabs. So, each node, or each thing that changes the object, has its own tab. So the actual main tab, the very first tab in the Attribute Editor is your Transformation Attribute. So, for example, if I have my translation, my rotation, and my scale, and I can certainly type in numbers. I also can deal with my pivot information. I can actually display the pivots of my object if I want. I can also display what's called a Handle, which allows me to grab the object.
So, you can see how the Handle is showing up here on the dog's head. This actually can be used with the Selection Mask to actually just grab only the Handle. So you can actually flip that on and off. Now, each tab has its own function. So, for example, if I go over here, this is the actual mesh of the dog. So, in this, we have things such as Render Stats. We also have things that allow us to smooth the mesh and so on. As we start to work with modeling and building objects, we'll be using the Attribute Editor a lot more.
So I just kind of want to give you just a brief overview of it. Here, we have some left and right arrows that allow us to go through each of the nodes that affect this object. For example, here we have one for Blend Shape, which allows me to blink the dog's eyes. Usually, towards the end, you have the materials that are on the dog. So, for example, here, I have the color for the head, which includes that texture map, and I also have another one for the nose. So if I wanted to change the color of the dog's nose, this would be one place to do that.
So, as we start working in Maya, we'll start to use the Attribute Editor a little bit more. Probably the best way to understand it is to actually use it. So, as we get into modeling and texturing, we'll be using the Attribute Editor a lot more.
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