You can set the following preferences in the category of the window.
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These settings determine the type of geometry created from modeling actions such as Revolve, Loft, Extrude, Fillet Blend,
and so forth. Setting it here affects all applicable modeling actions. Otherwise, select to use the individual settings of each modeling action.
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Specify whether you want certain NURBS modeling commands to behave like actions or tools. An action performs a discrete function
on selected objects. A tool lets you manipulate objects until you complete the operation. You may want to change actions to
tools as you become proficient at Maya’s NURBS modeling.
To globally change the applicable modeling tools, select or . To individually set each command, select Mixed.
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Turn on to have Maya automatically convert an object selection to the appropriate component selection mode if an action works only
on components.
For example, if you select a polygonal object and try to extrude faces, Maya automatically selects all the faces on the object
and proceed.
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When this is turned on, new polygonal meshes (for example, created by the polygon primitive tools or by polygonal operations)
automatically have their attribute turned off.
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Modifies polygon settings based on the kind of action being performed:
You have the following options:
- Sets display attributes to show polygon components relevant to the action (for instance, displaying normals or border edges).
- Sets the selection mask to objects/components appropriate for the action.
- Sets selection constraints that make sense for the action.
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When enabled, Maya automatically modifies the following settings to make vertex colors visible:
- Viewport shading mode is set to .
- The active object's attribute is turned on.
is enabled by default.
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Lets you set a default vertex normal method for polygon meshes.
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This method takes the normal from each connected face and adds them together. This was Maya's default method pre-2013. Select
this preference if you want to match files from older versions of Maya.
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This method calculates the angle of the corners of the polygons, and uses that as weight.
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This method uses the surface area of each adjacent face as weight. As a result, small polygons have little influence on the
result and large polygons have a great influence on the result.
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This method combines the and methods of evaluation. This is the default method.
Polygon Tangent Space
You can control how Maya sets tangent space for all the meshes in your scenes. For more information on , see Tangent Space.
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