Join Aaron F. Ross for an in-depth discussion in this video Creating or setting a Maya project, part of Advanced 3ds Max and Maya Integration.
- Whether you have the exercise files for the course or not, you have to work from 3ds Max and Maya project folder directories. I want to show you now how to create a Maya project or set to an existing project. If we are creating our own files from scratch, we need to have a folder location for that. I'll go in to my current users documents folder, create a new folder, right click new folder, name the new folder "3dsMaxMayaIntegration" or something similar.
In Maya, I'll create a new project. In the file menu choose "project window." Then click "new," I'll name it "integration Maya Project." I want to browse for a different location. It's currently pointing at the default Maya projects folder. I want to keep the Maya project and the 3ds Max project within the same sub-folder. Click on the browse button and navigate to the folder that I just created.
It's going to be in my documents, 3dsMaxMayaIntegration. Click select and now I've got a folder name and a path, and I can click accept. Now, when I create new documents they'll be saved into that project folder, "Scenes" folder. If you have the exercise files then you need to set to the existing project folder. And that's done once again in the file menu, from a menu item labeled "Set Project." And then navigate.
In this case I've placed the exercise files on the desktop. Exercise files, Integration Maya Project, select that folder and click "set." And now I'm set to the exercise files folder, and if I go to the file open scene dialogue, I'm taken into that scene's folder.
- Managing and tracking assets
- Setting up a shared texture library
- Streamlining user interfaces
- Using Maya mode hotkeys in 3ds Max
- Harmonizing scene units and frame rates
- Rendering procedural textures to bitmaps
- Translating scenes with the FBX file format
- Correcting materials, lighting, and surfaces
- Using the Send To command
- Baking animation to keyframes
- Saving a geometry cache
- Distilling complex animation with Alembic