Custom attributes are attributes you optionally add and define from the window. Although custom attributes are dynamically added to an object, we refer to them as custom to distinguish them from
the built-in dynamic attributes.
Custom attributes have no direct effect on any characteristic of an object in Maya. You can use them to control a combination
of other attributes. You might also use a custom attribute as a variable—a place to store a value temporarily to be read by
When you add a custom attribute to an object, it appears in the section of the (and in the , if you make the attribute keyable).
Select from the following options in the window:
This is the name of the attribute you are adding.
Turn on to provide a different/more user-friendly name that will be used when viewing this attribute in the or .
(A default nice name will be created if your attribute name is intercapped (that is, becomes ).)
The nice name is only stored in the file if the 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.
This is a shorter or more user-friendly name for the attribute. You can only type something in if is turned on.
Defines the following attributes:
Makes the attribute keyable.
Makes the attribute non-keyable but displayed in the .
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 point values.
Creates a floating point attribute.
Creates an integer attribute.
Creates an attribute consisting of an on/off toggle
Creates a string attribute that accepts alphanumeric entries as data entry.
Creates an attribute that accepts selections from an “enumerated” or drop-down list.
If you select or , you can also set .
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 , you can specify , , and values for a Float or Integer attribute.
Creates a per particle attribute. You can set this type of attribute to different values for each particle. If you select
, you can also create a counterpart initial state attribute by turning on .
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 to off when you add the attribute. Otherwise, set to on whenever you add a custom per particle attribute.
For scalar attributes, and set the lowest and highest values you can enter for the attribute in the or . Default sets the default value for the attribute.
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 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 text box.
The 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.
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