You can set the following preferences in the Modeling category of the Preferences window.
To return to the default factory settings, choose
in this window. Note that this resets the preferences in every category in the Preferences window.These settings determine the type of geometry created from modeling actions such as Revolve, Loft, Extrude, Fillet Blend, and so forth. Setting it here affects all applicable modeling actions. Otherwise, select Mixed to use the individual settings of each modeling action.
Specify whether you want certain NURBS modeling commands to behave like actions or tools. An action performs a discrete function on selected objects. A tool lets you manipulate objects until you complete the operation. You may want to change actions to tools as you become proficient at Maya’s NURBS modeling.
To globally change the applicable modeling tools, select Everything is a Tool or Everything is an Action. To individually set each command, select Mixed.
Turn on Convert component selection to have Maya automatically convert an object selection to the appropriate component selection mode if an action works only on components.
For example, if you select a polygonal object and try to extrude faces, Maya automatically selects all the faces on the object and proceed.
When this is turned on, new polygonal meshes (for example, created by the polygon primitive tools or by polygonal operations) automatically have their Render Stats > Double Sided attribute turned off.
Modifies polygon settings based on the kind of action being performed:
You have the following options:
Automatic vertex color display is enabled by default.
Lets you set a default vertex normal method for polygon meshes.
Smooths the faces of a mesh using Maya LT's implementation of the Catmull-Clark algorithm.
For more information see Maya Catmull-Clark Controls.
For more information on the OpenSubdiv Catmull-Clark options, see OpenSubdiv Controls.
Applies a progressive refinement scheme to irregular parts of your mesh, like extraordinary points and semi-sharp creases, subdividing only those areas where detail is needed.
Adaptive subdivision is evaluated entirely on the GPU, giving you performance gains and providing you with a WYSIWYG experience. For example, animators can now work with a visually rich mesh instead of a simple polygonal approximation, and visual feedback, like displacements, eliminates guess work during the creative process.
Allows you to control how Maya sets tangent space for all the meshes in your scenes. For more information on Polygon Tangent Space, see Tangent Space.
Lists the hotkey mappings for the Quad Draw tool. For a list of the default mappings, see Quad Draw hotkeys.
When off, the original file node textures are updated when 3D Paint saves.