AVAILABLE WITH EXTENSION 1
Move from Maya to game engines such as Unity, Unreal, or Autodesk Stingray with simplified and streamlined game exporter workflows.
Live linking Maya and Stingray can update geometry, characters, and camera position dynamically. Changes can be seen instantly in either tool, eliminating the need to re-export or manually replace assets in a scene.
Zero-out coordinates when moving objects or hierarchies to their origin. Achieve an even better level of detail (LOD) when changing lens length or field of view with the inclusion of screen-height percentage, in addition to distance from camera.
Create Maya scripts and write plug-ins in Maya Embedded Language (MEL) or Python scripting language to increase efficiency, customize features, and differentiate your work. Maya plug-ins and stand-alone applications can run from the Maya command line in C++, Python, or .NET languages.
Python is a registered trademark of Python Software Foundation.
Use Render Layers to manage multiple passes within a single scene and export to your compositor of choice, or as Adobe Photoshop (PSD) or Flash (SWFT) output. Generate and update a compositing tree based on the render layers in the scene. Import an EDL in Apple Final Cut Pro, XML, or AAF formats, change shot timings in the Camera Sequence, and re-export. Create and edit bevels in Illustrator files while maintaining the ability to update the original.
Manage large data sets with specialized tools and workflows. View and edit node relationships with the powerful dependency graph architecture. Segment scenes using assets and file referencing to help manage workflows, and to improve performance by offloading scene elements until you need them. Group nodes into containers and create custom and user-specific views. Extensively modify modeled data without rebuilding.
mental ray is a registered trademark of NVIDIA ARC GmbH licensed for use by Autodesk, Inc.
Create large, complex worlds more easily, and manage production assets as discrete elements. Easily swap between different representations, such as varying levels of detail. Apply, animate, or query edits at different levels in the scene assembly hierarchy. Track overrides on assemblies via an improved Edits system. Use the API to customize the toolset to create proprietary solutions.
Quickly diagnose and fix broken file paths, and work with nonlocal data and nonstandard file paths with URI support. The File Path Editor lists nodes that use external files, such as textures, image planes, references, and audio files. When a file path is broken, you can quickly relocate the file, or search recursively within a directory structure. Set paths to nonexistent files for handoff to users who may have different directory structures. Use the API to teach Maya about URI schemes.
NOTE: This feature is exclusively available to current Maintenance Subscription or Desktop Subscription customers as part of Extension 1 for the Maya 2016 software release, expected to be available on or after September 9, 2015.