Window > Attribute Editor
Ctrl + A
attributes on the selected object. Tabs across the top of the Attribute
Editor let you select nodes connected to the shown node.
While the Channel Box provides
a more compact view of keyable attributes, the Attribute
Editor gives you full graphical controls to edit attributes
rather than just text boxes. There are ramp and graph graphical
controls. For more information, see
Attribute editor graphical controls.
You can set an option in
Window > Settings/Preferences > Preferences to
have the Attribute Editor open in a
window instead of the side panel.
Loading object attributes into the Attribute
attributes into the Attribute Editor makes them
available to view or edit. There are three ways to load object attributes
into the Attribute Editor:
when you select the object
selecting the object from the Attribute Editor Selected menu
selecting the object from the Focus menu
Loading attributes automatically
When you select an object, its attributes are
automatically loaded into the Attribute Editor where
you can view and edit them. Each node of the selected object automatically
appears as a tab. This is the default method.
automatically load attributes for selected objects
the Attribute Editor, select List
> Auto Load Selected Attributes to turn it on.
NoteIf you select more than one item, Maya automatically
updates the most recently selected one (that is, the most recent
one in the pick list).
Loading attributes manually
If Auto Load Selected Attributes is turned off,
after selecting an object, you must manually load the object’s attributes
into the Attribute Editor to view and
manually load attributes for selected objects
the Load Attributes button at the
bottom of the Attribute Editor.
Attribute Editor colors
The color of the attribute box changes depending
on its state. For more information, see
Channel Box colors.
Use this menu to load attributes into the Attribute
Editor and to define which items display in the Selected/Object menu.
The Selected menu
lists objects currently selected in the scene while the Object menu displays
all the objects in the scene of a selected type.
This menu displays all nodes that have been selected
in the scene while the Attribute Editor is
open. The most recently selected node is at the top of the list.
Use this menu to add, edit, and delete extra attributes
for an object or node. These appear under the Extra
Attributes section. You can also add, edit, and delete
attributes using the Modify menu.
- output connection node
If you set a key for the attribute or connect
a texture to it, the resulting output connection node name displays
as the first menu item. To load the attributes for this node into
the Attribute Editor, select it.
- Create New Expression
Select this option to create a new expression
for the attribute.
- Set Key
Select this option to set a key for the attribute. This
options disappears from the menu if you have already connected a
texture to the attribute.
- Set Driven Key
Select this option to link the attribute values.
- Break Connection
Select this option to break the connection between
the attribute and a key or texture.
- Create New Texture
Select this option to connect a texture to the attribute.
- Color Chooser
This option displays for color attributes only. Select
it to open the Color Chooser.
- Lock/Unlock Attribute
Select the Lock option
to lock an attribute value so that it cannot be changed. Use Unlock Attribute to
unlock the value.
- Ignore/Don’t Ignore when
This option displays only for attributes
that are connected to keys or textures. Select the Ignore when
Rendering option to ignore the connection when rendering.
If the attribute has a map button, the button changes to indicate that
the connection is ignored.
Select the Don’t Ignore when Rendering option to
render with the set connection. For details, see Rendering.
Attributes > Add Attributes
- Long name
This is the name of the attribute you are adding.
- Override nice name
Turn on to provide a different/more user-friendly
name that will be used when viewing this attribute in the Attribute
Editor or Channel Box.
(A default nice name will be created if your attribute
name is intercapped (that is, setAttributeBlackOrWhite becomes Set Attribute
Black Or White).)
The nice name is only stored in the file if
the Override nice name box is checked;
otherwise, it's computed from the long name. This may insert multi-byte
characters into a .ma (Maya ASCII) file if the nice name is in a
multi-byte language such as Japanese.
- Nice name
This is a shorter or more user-friendly name
for the attribute. You can only type something in if Override
nice name is turned on.
Defines the following attributes:
Makes the attribute keyable.
Makes the attribute non-keyable but displayed in
the Channel Box.
Makes the attribute hidden (and not keyable).
For more details on these attribute types, see
Channel Control Editor.
Select the data type for the attribute:
Creates a vector attribute consisting of three floating
Creates a floating point attribute.
Creates an integer attribute.
Creates an attribute consisting of an on/off
Creates a string attribute that accepts alphanumeric
entries as data entry, such as a filename.
Creates an attribute that accepts selections
from an “enumerated” or drop-down list.
NoteIf you select Float or Integer,
you can also set Numeric Attribute Properties.
Select a type:
Creates a per object attribute that you can
set to a single value that applies to every particle in the object.
A vector scalar is considered a single value with three numbers.
If you select Scalar, you can specify Minimum, Maximum,
and Default values for a Float
or Integer attribute.
- Per Particle (Array)
Creates a per particle attribute. You can set
this type of attribute to different values for each particle. If
you select Per Particle (Array), you can
also create a counterpart initial state attribute by turning on Add
Initial State Attribute.
- Add Initial State Attribute
Turn on to create a corresponding initial state attribute
for the added attribute. Without this corresponding attribute, you
can’t save a particle object’s current attribute values for initial
state usage. You must write a creation expression if you decide
to initialize the custom attribute’s value upon rewinding the animation. If
you know you’re going to write a creation expression for a custom
attribute, you can set Add Initial State Attribute to
off when you add the attribute. Otherwise, set Add
Initial State Attribute to on whenever you add a custom
per particle attribute.
- Numeric Attribute Properties
For scalar attributes, Minimum and Maximum set
the lowest and highest values you can enter for the attribute in
the Attribute Editor or Channel
Box. Default sets the default value for the attribute.
- Enum Names
When you're adding a new Enum attribute, you need
to define the list of acceptable strings. There are two default
strings, “Green” and “Blue”, in the Enum Names list
that you can change. To change, select Green or Blue and then enter
the new string in the New Name text box. To add a new string, click
the blank entry below the last list item and type the string in
the New Name text box.
following list of names are reserved internally for (dynamic) shading attributes.
You may use these names for custom attributes, but beware they may
produce unexpected results in the shading network. For example,
during shading the uvCoord value is provided, therefore ignoring
your custom uvCoord attribute value.
blobbySurfaceFactor displacement easMask farPointCamera
farPointObj farPointWorld filterSize flippedNormal illuminationIndex
infoBits lightData lightTable matrixObjectToWorld matrixWorldToObject
mediumRefractiveIndex normalCamera numShadingSamples objectId objectType
opticalDepth outColor outGlowColor outMatteOpacity outParticleEmission outTransparency
particleAge particleAttrArray particleColor particleEmission particleEntryParam
particleExitParam particleIncandescence particleLifespan particleOrder
particleTransparency particleWeight pixelCenter pixelCoverage pointCamera
pointObj pointWorld primitiveId rayDepth rayDirection rayOrigin
receiveShadows refPointCamera refPointObj refPointWorld renderState
shadowAttenuation tangentUCamera tangentVCamera translucenceDepth
triangleNormalCamera uvCoord uvFilterSize vertexCameraOne vertexCameraThree
vertexCameraTwo vertexUvOne vertexUvThree vertexUvTwo
Attribute editor graphical
There are two common graphical controls that
appear in the Attribute Editor for certain
attributes: ramp and graph.
Each color entry in a ramp has a circular color
handle above the ramp, and a square color icon below the ramp. The
active color has a white border around its color handle and icon.
Ramps can be used for many types of gradients, including transparency,
color, and so on.
For more details about ramps in shading, see
Ramp Shader .
The graph control has handles which you can
drag in the graph area to set position-value pairs. The active point
has a white border around its handle and icon. Graphs can be used
for many types of attributes where value changes per position, including
paint effect settings, fluid settings, and so on.
Opening the ramp and graph controls in a separate
the arrow on the right side of the control to open the ramp or graph control
in a larger window.
For the graph control, you can edit the interpolation
method, selected value, and selected position. For the ramp control,
you can edit the interpolation method, the selected color, and the
color entries. In addition, you can turn on turn off Vertical to
switch between a vertical or horizontal layout.
Checking the vertical box alters the size of
your ramp. Once you check the vertical box, the ramp or graph automatically
adjusts to a suitable size.
When you save your scene, Maya also saves the
layout that you have chosen for your control.