Maya 2016 has a new look and feel that provides an improved user experience, without sacrificing familiarity with tools and workflows you already know. The user interface (UI) is now scalable and readable on multiple displays at varying resolutions giving you greater flexibility.
You'll notice a new color scheme that simplifies the UI, including refreshed icons, and a new default background color in the scene view (viewport). The appearance of the grid and Heads Up Display (HUD) are also adjusted for better visibility.
Many other important changes have been made, including:
The default menus and menu sets have been reorganized, with some menus moved or renamed to align tools and operations to your workflows. Here is a summary of changes:
Animation menu
Animation menu set options have been split into two menu sets:
Animation and
Rigging to make them more workflow-based. Therefore, some common menus are now located in different places:
The
Skeleton and
Skin menus are now found in the
Rigging menu set
Some of the menus found in the
Animation menu set are still there, but are relocated or renamed:
The
Geometry cache menu has been moved to a new
Cache menu, which was the former
Pipeline Cache menu that contained the
Alembic and
GPU Cache menus.
The
ATOM menu is now found under the File menu.
The Set Keys and related keyframe options are now found in the
Animation menu set
Key menu.
The
Ghost,
Snapshot,
Turntable, and
Motion Trail menu items are now found in the
Animation menu set,
Visualize menu.
The
Create and
Edit Deformers menus in the
Animation menu set menu are now grouped under the
Anim Deform menu.
Other menu changes
The
Surfaces and
Polygons menu sets have been combined into a single
Modeling menu set.
XGen and
Paint Effects menu options are now in the
Generate menu in the
Modeling menu set.
The
nDynamics and
Dynamics menu sets have been replaced by an
FX menu set.
The
Bifrost menu now appears in the
FX menu set.
The
Particles and Soft/Rigid Bodies menus have been removed from Maya. Many of these menu options are available in the
Legacy Particles section of the
nParticles menu and
Legacy Rigid Bodies section of the Field/Solvers menu.
The
Assets menu option now appears in the
Create and
Modify menus.
Tip:
To find the new location of your menu or window, select
Help > Find a Menu Item. Enter a search term and the window shows the path(s) to the item.
The default hotkeys for switching menu sets are now as follows:
Modeling menu set: F2
Rigging menu set: F3
Animation menu set: F4
FX menu set: F5
Rendering menu set: F6
Menu icons
Small icons now appear next to menu items in the main menus.
These icons reflect the buttons that appear elsewhere in the interface. For example, the blend shape icon next to the Blend Shape deformer in the
Anim Deform menu is the same icon that appears for blend shapes in the
Rigging shelf.
In addition, small icons also appear next to menu items in the marking menu. For example, the Extrude icon in the marking menu is the same icon that appears in the Modeling Toolkit.
If you do not want to see these icons, you can turn off the
Show icons in menus preference in the
Interface Preferences (Windows > Settings/Preferences > Preferences).
Shelves in
Maya 2016 are more focused on workflows, making it easier to find the tools you want when you need them. Some existing shelves have been combined, renamed, or hidden for a more streamlined appearance in the interface. See
Shelves.
The
Curves shelf is now combined with the
Surfaces shelf to create the
Curves/Surfaces shelf.
The
Rigging shelf is new, and includes animation and deformation tools typically used for rigging characters.
The new
FX shelf includes often used tools previously found in the Dynamics, nCloth, nHair and Fluids shelves.
The
FX Caching shelf is new, and includes tools from the
nCache menu.
The PaintEffects, Toon, Muscle, Hair, and Fur shelf are hidden by default. To show them, use the
Shelf Editor
To open the
Shelf Editor, use the new gear icon
on the left to access the shelf menu. For more information on editing shelf layouts, see
Customize shelves. See
Load a shelf for information on how to restore shelf sets that were available in previous versions.
Redesigned Hotkey Editor
A redesigned
Hotkey Editor makes it quicker and easier to create, edit, and assign hotkeys.
An intuitive Hotkey Keyboard interface helps you determine what keys are currently assigned within the currently active hotkey set. Press a modifier key on your keyboard, such as Shift, Ctrl, Alt, Command, and so on, to highlight the Hotkey Keyboard interface so it shows which keys are assigned/unassigned. You can also hover the mouse over any key on that Hotkey Keyboard Interface to get a list of all the features and keys that use it for a hotkey.
The new Hotkey Editor has:
Simplified design
Hotkey Sets and Contexts that let you associate specific hotkeys with a workflow and that you can save and share with other users
Instant update when a hotkey is created, no need to restart
Improvements to the Hotkey Lister so application command names (as they appear in the interface), runtime commands, and assigned hotkeys are listed together
Improved hotkey search
Note: You can import old hotkey preferences into the new editor, provided you click
Copy Old Preferences the first time you run the new version.
The following enhancements improve how
Maya works on high resolution displays.
Custom display resolution settings
New
Interface Scaling preferences let you set the user interface resolution to scale according to your specifications. These settings provide better control of the readability of icons and text on a variety of different displays and devices. You can specify if you want
Maya to use your system setting (default), use a custom setting, or to not scale at all.
The updated interface supports high resolution images for icons, cursors, and other images when running on a high resolution display device, like Ultra HD or 4K monitors. Three resolution settings are available: 100%, 150%, and 200%.
The default is to use 100%, but if you're running on a display with a higher resolution,
Maya automatically uses a higher resolution image (150% or 200%). You can also take advantage of this feature for your own custom images.
Maya now supports OpenType, TrueType, and Postscript font types on all supported operating systems to create text curves and other text-based geometry in your scene. This means you can now move a scene between platforms while maintaining the geometry of the text.
You can choose your font from the
Select Scalable Font dialog box that is now the same on all operating systems.
Maya remembers the font last used the next time it’s launched. Windows and Mac OS X operating systems use Times New Roman as the default.
Linux operating systems use Utopia as the default.
Note:
Existing scenes containing text geometry may behave differently. Check for warnings and error messages when you open scenes for the first time in
Maya 2016.
Existing scripts or plug-ins with
makeTextCurves nodes must use new font names and other syntax to work in
Maya 2016. See the
makeTextCurves node in the Technical Documentation for more information.