You can now create Bezier
curves in Maya using the Bezier tool. Bezier curves are a subset
of NURBS curves that allow you to modify the curvature using a series
of tangents attached to each anchor point on the curve.
Watch: Bezier Curves
Connect arbitrary components
You can now connect vertices
and edges in one operation with the Connect Components option. This
allows you to quickly create edge paths from vertices to edge mid-points.
Spin Edge tool
You can now use the Spin
Edge tool to spin an edge or series of edges around their
respective centers, which changes the vertices they are connected
to. Edge spinning allows you to quickly change the topology of your
You can now use the Pinch
Brush in the Sculpt Geometry Tool to pull vertices toward each other.
This is useful for making creases more sharply defined.
Object level Soft Selection
You can now set the Falloff
Mode in the Soft Selection settings
to Object. This allows you to
select multiple objects in a scene and transform them with falloff, without
warping the objects themselves. This is useful for densely packed
objects that you want to space out, such as trees in a forest.
Assign Invisible Faces
You can now assign invisible
faces to a polygon mesh. Faces assigned as invisible do not appear
in the scene, yet still exist and can be manipulated. This is particularly
useful when you need a face for smoothing or other polygon operations,
but would otherwise like for it to appear empty in the scene view
UV space tiles
UV Tiles allow you to
divide the UV texture space into a series of 1x1 texture spaces,
each divided by a bold border. This is useful to extend your texture space
without losing sight of your border limitations.
Settings in the Scale Tool now
allow you to scale along arbitrary axes (such as Object, Local, World, Normal,
etc) similar to the Move Tool.
Transfer Attributes by
You can now transfer
attribute values from one mesh to another by matching the mesh’s
topology. This allows you to transfer attribute data even when the arrangement
of component IDs of two identical looking meshes are not the same.
UV Edge Loop selection
You can now convert a
selection from a Vertex, UV, or Edge selection to a UV Edge Loop
selection. A UV edge loop is similar to an edge loop, but treats
UV boundaries as the end of the loop selection.