Join Aaron F. Ross for an in-depth discussion in this video Using the exercise files, part of Maya: Workflow Tips.
With this course, I have provided exercise files. And if you are premium subscriber to lynda.com, then you can download those files and use them to complete the tutorials. You can place the exercise files folder wherever it's convenient to you. I've just put them on my desktop here. I'll double click to open that folder and show you the content of the exercise files. You will see that there are three sub folders. Master Project, Raw Files, and Temporary Project. The ones labeled project are special, these are actually Maya project folders.
And they have a bunch of sub folders that are designed to hold specific types of assets for Maya. And there are two project folders here, Master Project and Temporary Project. The reason that I have provided two of them is so that I can demonstrate processes, such as merging projects. You know, bringing assets from one project to another. Additionally, there's a Raw Files folder that just includes a couple of images that are there, once again, so that we can demonstrate the asset management processes in Maya projects.
How to take files out of random arbitrary folders and put them into your project, in order to correctly create project links. In chapter one, we will go into great detail about Maya project and asset management. How to create new projects, how to set Maya to an existing one, how to merge and archive them and so on. Okay, so let's get started in Maya tips and tricks.
AuthorAaron F. Ross
- Managing projects assets
- Versioning scenes
- Importing, exporting, and sending scenes to other applications
- Referencing files
- Populating a master scene with assembly references
- Loading and unloading modules
- Setting options for new scenes
- Customizing Maya's interface
Skill Level Beginner
Maya: Character Rigging (2012)with George Maestri4h 37m Intermediate
Creating Shader Networks in Maya and mental raywith Aaron F. Ross5h 28m Intermediate
1. Asset Management
2. Customizing the Interface
3. User Preferences
4. Working with Scenes
5. Referencing and Scene Assembly
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