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Scene management
Scene management
Organizing objects
Managing complex scenes
Maya
provides many organizational features to help you manage complex scenes.
These features include tools to aid selection in dense scenes, organize the
items directly in your working scene, segment a scene into smaller
parts, and increase performance.
Selecting objects in a complex scene
Selecting items can be difficult in a complex
scene due to overlapping geometry that can obstruct your view. In
Maya there are a number of ways to simplify this process.
- The Outliner shows
the hierarchy of all objects in the scene as an indented list where
child nodes are indented under their parent node. Useful for quickly
navigating through the objects in the scene given that you know the
objects’ hierarchy and names.
Show > Objects lets you
filter the nodes shown in the Outliner by various classifications
such as Polygons, NURBS,
and Lights. You can show different
combinations of classifications. You can use the Create
Entry option to store your filter in case you need to
sort by the same criteria again.
- When
viewing the scene from certain angles, objects may obscure each other
making it difficult to select the object you want. Maya offers a
number of different options to deal with this scenario.
- Isolate
Select – Lets you display only the selected
items in the scene view. Useful to temporarily remove objects which
may obstruct your view of the specific components you want to work
with.
You can use Isolate Select by selecting a set
of components and selecting Show > Isolate Select
> View Select.
- Pick
Chooser – When you click a space in the scene
view that corresponds to overlapping objects a marking menu will
appear listing these objects. You can then select the appropriate
object from the marking menu. Useful as an alternative to modifying
the scene when trying to select obscured objects.
You can turn on the Pick Chooser by
selecting the Pick Chooser option in Window
> Settings/Preferences > Preferences in the Settings
> Selection section.
- Selection
Priority – When performing a marquee select
over a model that contains multiple component types, Maya will select
all the components of a single type within the marquee. You can
modify the order that these components are chosen by modifying their
order in the Selection Priority. Useful
when you want to select all the components of a single type within a
marquee.
You can modify the Selection Priority by selecting Window
> Settings/Preferences > Preferences in the Settings
> Selection section.
- Templating – Lets
you make a group of objects unselectable while retaining a wireframe
reference of them in the scene. Useful when you do not want to accidentally
modify an object, but still need to see it for reference purposes.
Organizing objects
In a scene you may want to associate related
objects together. You can accomplish this in a number of ways.
- Groups – Lets
you perform basic selection and transformations on a collection
of objects as if they were one without actually combining the meshes.
For more information see
Group objects together.
- Sets
and Partitions – A set is collection of objects
which can be transformed and selected as one without altering the
hierarchy of the scene. A partition is a collection of exclusive
sets such that no object can be contained in multiple sets within
the same partition. For more information see
Sets and partitions.
- Display
layers – A collection of objects which are transformed
and selected individually. You can make layers invisible which reduces
the amount of objects in your scene that may obscure your view.
You can also template or reference a layer making all the objects
within it unselectable but still present in the scene. For more
information see
Organize objects on display layers.
- Render
layers - You can assign any object to multiple layers
with a different material on each layer. This lets you create multiple
images for each frame, from any combination of Maya's renderers.
For more information see
Render layer overview.
- Containers -
A collection of nodes represented by a single container node. You
can publish a subset of attributes from the internal nodes to the
container node.
Increasing Performance
When working with complex scenes interactive
performance can slow down. There are a number of ways to remedy
this problem.
Reducing File Size
Scenes containing a lot of geometry require
a lot of hard disk space. Maya provides options for replicating
existing objects or dividing up your scene that can help keep your
file sizes small.
- Instancing – Lets
you create multiple copies of a single object with individual transform
nodes. Since they are copies and not considered actual geometry,
the memory and computing power required to render the scene is close
to that of rendering only the original object.
- File
Referencing – Lets you assemble objects from multiple files
into a single scene without actually importing them. Instead, these
objects are referenced from their native files. This is useful when
you want multiple people to collaborate on a single scene.