The following table lists the Maya equivalents for terms and workflows related to animation and character animation in Softimage.
| In Softimage | ...becomes in Maya |
|---|---|
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Playback visibility |
P icon in Display Layer editor |
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Default and playback frame format |
Playback Speed: right-click anywhere on the time slider and select an option. This is the same as the Playback Speed setting in Time Slider preferences, but with fewer options. Click the Animation Preferences icon
Note: Clicking this icon is a quick way of opening the Preferences window, which is the same as choosing
.
|
|
Timeline length |
Animation Start/End setting in Time Slider preferences. |
|
Time range |
Playback Start/End setting in Time Slider preferences. |
|
Set a keyframe : K |
: S This sets a key on all attributes shown in the Channel Box. To set a key on specific attributes in the Channel Box or the Attribute Editor, select the attributes, right-click on one, and choose Key Selected. Use these hotkeys to set keys on specific Transform attributes:
See Keys for more information on setting keyframes in Maya. |
|
Setting keys on multiple objects |
Attribute Spread Sheet () to adjust the same attributes on multiple objects at once. |
|
Path animation |
commands in the Animation menu set |
|
Constraints |
Constrain menu commands in the Animation menu set |
|
Shape animation |
![]() Blend shapes: Open the Shape Editor, click the Create Blend Shape button, and then click Add Target several times to create multiple target shapes for the blend shape deformer. See Shape Authoring for general information. Note that you can create blend shapes only on objects, not point clusters. For adding corrective shapes (secondary shapes) to an enveloped (skinned) character, see Pose space deformations (PSD) and the Pose Editor. |
|
Animation layers |
Animation Layers Click
|
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Animation Editor (Fcurve Editor): 0 |
See Graph Editor for more information. |
|
Animation Mixer: Alt+0 |
and Camera Sequencer The Trax Editor is a nonlinear animation tool that lets you manipulate and arrange animation or deformation sequences. |
|
Dopesheet |
Use the Dope Sheet Manipulator to select, move and scale, as well as copy, cut, and paste blank regions of time and regions of time that contain keys. See Dope Sheet toolbar for information on how to set and modify keys. |
|
Expression Editor: Ctrl+9 |
- see Expression Editor for more information. To evaluate an expression in an attribute in the Attribute Editor, right-click it and select Create New Expression. The Expression Editor appears from which you can create an expression. |
|
Parameter Connection Editor |
to connect attributes - see Connection Editor for information. |
|
Linked Parameters |
in the Animation menu set |
| In Softimage | ...becomes in Maya |
|---|---|
|
Character animation tools |
HumanIK, also known as HIK. HIK tools provide a complete character keyframing environment with full body and body part keying and manipulation modes and a retargeting engine that lets you easily retarget animation between characters of differing size, proportions and skeletal hierarchy. Click the
HumanIK icon
|
|
Effector |
IK handle - see IK handles overview. You can also watch these videos for more information: Using the IK Spline Handle in Maya and Creating a Dynamic IK Tail in Maya |
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Bone |
Joint - see Joints and bones. You can also watch these videos for more information: Basics of Joints in Maya, Joint Orientation and IK in Maya, and Labeling and Mirroring Joints for Rig Building in Maya |
|
Envelopes |
Skinning - see Skinning. You can also watch this video for more information: Smooth Binding Skin to Joints |
|
Character key set |
Character sets - see Create character sets |
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Constraint Compensation (constraining an object by position or distance) |
Once you have set a constraint, select . Tip: To
modify the offset, move the object, select
, and enable
Maintain Offset. See
Modify Constrained Axis in the Modify section of the
Constrain menu.
|
Weighting information is found in Paint Skin Weights Tool. You can also watch this video for more information: Painting Skin Weights in Maya
| In Softimage | ...becomes in Maya |
|---|---|
|
Select all points influenced by a deformer. |
Right-click the bone or use the Paint UI. See Paint attribute values. |
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Select all deformers from point. |
Select a vertex, copy and paste weights from point to point. See Deformable objects points and sets. |
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Copy / Paste weights from point to point. |
Select a weighted point, copy and paste weights. See Skin Menu. |
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Transfer weights from one deformer to another. |
Use the Move weights button
|
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Swap deformers (create a new deformer, and remove the old one from the list). |
Use the Move weights button
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