Loads data from a scene file into the existing scene.
Opens the file with all references loaded. You can change the state of reference loading after the file is open in Maya by opening the Reference Editor ( Reference Editor overview) and selecting the references you want to unload.
This opens the file without loading any references. You can load references after the file is open in Maya by opening the Reference Editor ( Reference Editor overview) and selecting the references you want to load.
When you import or reference a scene with the Use Namespaces option turned on, Maya creates a new namespace that contains the imported or referenced data. Turning on the Use Namespaces option ensures that all nodes are uniquely named.
A namespace is a grouping of objects under a given name. Each item in a namespace is identified by its own name along with the namespace it belongs to.
By default, the basename of the imported or referenced file is added to the beginning of the imported or referenced object names, separated by colons.
For example, if you are importing a scene named foo.ma that contains an object named ball, after it’s imported the ball is named foo:ball.
You can change the prefix by selecting Resolve clashing nodes with this string and entering a prefix.
You can create, name, parent, and remove namespaces using the namespace command.
Namespaces do not effect selection, the DAG, the Dependency Graph, or any other aspect of Maya.
When you import a scene into another scene, naming conflicts occur if the nodes share the same name and parent nodes.
To resolve these naming conflicts, you can rename only nodes with the same name and parents (clashing nodes) or you can rename all nodes. You specify whether to use the filename as the prefix (the default) or to create a prefix string.
For more information on node hierarchy, see MEL and Expressions.
The following file type-specific options apply to importing move files:
Type the name of an attribute in the Attributes box and click Add to add the attribute to the list of attributes to use when importing or exporting. If the attribute is already included in the list, a duplicate is not made. You can add several attributes at one time by separating them with a space. To remove an attribute, type the name of the attribute and click Remove.
Click From Channel Box to combine all of the selected objects in Maya, in the order of their selection, with the channels selected in the Channel Box and place them in the list. For example, if sphere and cone are selected, and tx, sx are selected in the Channel Box, sphere.tx sphere.sx cone.tx and cone.sx are added to the list of attribute to import and export.
Adobe Illustrator and EPS options
The Illustrator importer cannot import Illustrator text objects. Convert any text objects in your file to paths before you import the file into Maya.
Turn on this option to group the imported curves. It is the same operation as using the Edit > Group option.
Animation curve options (animImport)
You must have the animImportExport plug-in loaded to see these options.
Time Range
Select a time range option and specify the appropriate settings.
Imports the animation information to the selected object or objects, scaling the animation to fit into the time range as specified in the Start Time and End Time fields. Animation information from the keys clipboard is either scaled or clipped depending on the setting of the Clipboard Adjustment option.
Replace Region
These buttons are enabled when Paste Method is set to Replace.
Is available only when the Time Range setting is Clipboard. The Entire Curve setting replaces the animation curve(s) on the imported attributes with the contents of the keys clipboard, in effect deleting any existing animation curves on these attributes and applying the new curves from the keys clipboard.