This section describes in detail various ways you can easily increase the interactive and playback speeds of your scene.
Close any unnecessary windows |
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Hide UI Elements |
Select Windows > UI Elements > Hide All UI Elements. This hides all panes in the Maya main window except for the scene views. |
Use alternate shading modes for your view |
In the Panel menu bar, select alternate shading modes from the Shading > Interactive Shading menu. The performance of different shading modes from best to worst is:
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Use default lighting |
In the Panel menu bar, turn on Lighting > Use Default Lighting. When Use Default Lighting is on, a checkmark appears beside its menu item. |
Turn off hardware texturing and back face culling |
In the Panel menu bar, do the following:
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Turn on fast interaction |
Turn on Display > Object Display > Fast Interaction. When Fast Interaction is on, a checkmark appears beside its menu item. In this mode, objects are drawn at a resolution that is based on their screen size. In other words, the further an object is from the camera, the lower its drawn resolution. |
Put non-moving objects in Template mode |
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Turn off grid display |
Select Display > Grid. When the Grid menu item is off (no checkmark), the grid does not appear in the scene view. |
Hide Time Slider |
Select Windows > UI Elements > Time Slider. When the Time Slider menu item is off (no checkmark), the Time Slider does not appear in Maya’s main interface. |
Turn off Time Slider ticks |
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Set playback Update View to Active |
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Remove invalid geometry |
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Remove unused geometry |
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Reduce evaluations of NURBS objects |
Use the Display > NURBS menu to reduce the number of evaluations along each span of a NURBS object. Hull mode is the fastest to draw. The Rough, Medium, and Fine modes can be quickly accessed using the 1, 2, and 3 keyboard hotkeys. For more information, see NURBS Modeling in the Maya NURBS Modeling Guide. |
Turn off joint display |
Select Display > Hide > Hide Kinematics > Joints. |
Remove unused skin influences |
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Disable deformation of skin’s user normals |
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Display skinned geometry as wireframes |
In the Panel menu bar, select Shading > Wireframe. This is useful when your skinned object is not triangle based. |
Remove unused animation components |
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Delete all flat animation curves |
Select Edit > Delete by Type > Static Channels. |