This menu is always available from the main menu bar, regardless of which menu set you choose.
Pivot
-
Center Pivot
- Moves the pivot to the center of the object or component selection (based on its bounding box).
- Center Pivot supports shapes and components. For example, if components are selected, the pivot centers on the bounding box of the selected components. If an object with children is selected, the pivot centers on the entire hierarchy. If you want to center the pivot on a single shape's geometry in a hierarchy, you must select the shape node first. See
Center the pivot point.
-
Bake Pivot
-
Applies the current tool's custom axis orientation to the selected object's transform. For example, you can edit your pivot using custom pivot editing mode and then bake your edited pivot to the selected object. You can choose to bake only the
Position,
Orientation, or both. See
Activate custom pivot editing mode.
-
Note: This option is specific to object selections and cannot be used with component selections.
Align
-
Snap Align Objects
- Options in this submenu help to snap objects together, align objects in space, and repositions a selection of objects evenly along a curve. Select
Modify > Snap Align Objects > (alignment type) >
to set the
Snap Align Objects Options.
-
Align Tool
- Lets you align objects visually by clicking icons representing the planes and positions you want to align.
- Select the objects you want to align. The other objects align to the last selected (green) object.
- Click an icon to align the objects. The icons show how the bounding boxes align. For example:
- Use Edit > Undo or press z to reverse an align.
In the following example, the objects align to the far right of the cube outside the transparent box.
See also
Align objects.
-
Snap Together Tool
- Lets you visually pick the points on two objects to snap together.
- Click a point on one object, then click a point on the second object. You can drag the selected points to edit them. Then press Enter to snap the points together. See also
Snap one object to another.
Nodes
-
Evaluate Nodes
- The items in this submenu let you turn off evaluation of various animation and modeling nodes to improve performance. The effects of the nodes do not appear in the view panels until you turn them on again.
Naming
-
Prefix Hierarchy Names
- Adds a prefix to the name of the selected parent object and all its children.
- Select the parent.
- Select
Modify > Prefix Hierarchy Names.
- Type a prefix and click
OK.
- See also
Change the name of one or more objects.
-
Search and Replace Names
- Searches node names for the string specified in
Search For and replaces the named string with the string specified in
Replace With.
- You can choose to search a hierarchy, selected nodes, or all nodes. See also
Change the name of one or more objects.
Attributes
-
Add Attribute
- Custom attributes are attributes you optionally add and define from the
Add Attribute 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 other attributes.
- When you add a custom attribute to an object, it appears in the
Extra Attributes section of the
Attribute Editor (and in the
Channel Box, if you make the attribute keyable).
- Select
Modify > Add Attribute to set the
Add Attribute Options.
- See
Create, edit, or delete custom attributes.
-
Edit Attribute
- You can edit custom (or dynamic) attributes from either the
Modify menu or from the
Attribute Editor (Attributes > Edit Attributes).
- Select
Modify > Edit Attribute to set the
Edit Attribute Options.
- See
Create, edit, or delete custom attributes.
-
Delete Attribute
- You can delete custom attributes from the
Modify menu or from the
Attribute Editor (Attributes > Delete Attributes). You cannot delete built-in attributes.
- See also
Create, edit, or delete custom attributes.
Objects
-
Make Live
- Makes the selected surface live, letting you snap other objects and tools to its surface.
Your live surface can be a polygon mesh, NURBS surface,
GPU cached object, or construction plane.
Make Live also supports hidden surfaces. See
Set a live surface
and
Snap to a live surface.
-
Replace Objects
- Replaces one or more objects in the scene with a specified
source object. Select the objects you want to replace as well as the object you want to use as the source object. The source object must be the last object in the selection.
- Select
Modify > Replace Objects >
to set the
Replace Objects Options.
-
Convert
-
Converts NURBS, Polygons, Curves, Paint effects, Fluids to Subdivs, Polygons, Objects, and so on. For more information this submenu options, see
Convert submenu.
Asset
-
Add to Asset
- Adds the selected node(s) to the selected asset. If two assets are selected, then the asset selected first is added to the asset selected second.
Select
Modify > Assets > Add to Asset >
to set
Add to Asset Options.
-
Remove from Asset
- Removes any selected nodes from their respective assets. If a node is part of a nested series of assets, the nodes will be placed in the level above it.
In addition to the selected node, you can remove other nodes in the hierarchy by selecting
Modify > Asset > Remove from Asset >
, and then selecting
Include Hierarchy options.
-
Export Proxy Asset
- Creates a proxy file for the currently selected referenced asset. For more information on proxy assets, see
Proxy assets.
Select
Modify > Asset > Export Proxy Asset >
to set the
Export Asset Proxy Options.
-
Publish Attributes
- Creates published names on the asset and binds the attributes to those published names according to the options in the
Publish Attribute Options.
Select
Modify > Asset > Publish Attributes >
to set the
Publish Attributes Options.
-
Unpublish Attributes
- Unbinds any published attributes selected in the Channel Box and deletes the published name.
-
Publish Connections
- Publishes all attributes connected to a node outside the selected asset(s). This includes both incoming and outgoing connections.
If an attribute of an external node acts as an input to two nodes inside the asset, you can merges those connections and connect it to a single published attribute on the asset. To do, select
Modify > Assets > Publish Connections >
, and then turn on
Merge common inputs.
-
Lock Unpublished Attributes
- Locks all unpublished attributes for all nodes within the selected asset.
-
Unlock Unpublished Attributes
- Ulocks all unpublished attributes for all nodes within the selected asset.
-
Publish Node
- Publishes the currently selected nodes to the asset with a published name you specify. When publishing shading groups, use the published name mainSG to denote which group Maya should use to shade the asset.
-
Unpublish Node
- Unpublishes the currently selected node from the asset that encapsulates it. The corresponding published name is also deleted.
-
Assign Template
- Allows you to assign a template to the currently selected asset.
Select
Modify > Asset > Assign Template >
to set the
Assign Template Options. Using these options you can
- Autobind attributes based on the binding set of the chosen template. Turn on
Autobind.
- Create unbound published names for any attributes defined by the template, but not found in the selected asset. Turn on
Create Stand-In Attributes.
-
Select Asset Contents
- Selects all the nodes encapsulated by the selected asset including all hidden nodes.
-
Advanced Assets
-
Provides options for working with Advanced Assets, such as selecting and publishing nodes. See the
Advanced Assets submenu
for details.