To... | Do this |
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Undo the last action. |
Select Edit > Undo or press Ctrl+Z. |
Redo the last action. |
Select Edit > Redo or press Ctrl + Y. |
Repeat the last command. |
Select Edit > Repeat or press G. You can also middle-click a menu name to repeat the last command you chose from it. |
Repeat a recent command. |
Select Edit > Recent Commands List to show a list of recent commands. Hold the space bar to open the hotbox and press the left mouse button in the Recent Commands area on the left to show a menu of recent commands. |
Options in this submenu let you perform editing operations (cut, cut, paste, and so on) on the selected keys.
For more information about the options, see Key menu.
For more information about the options, see Delete by Type menu.
See also Delete.
See also Duplicate.
Select Edit > Duplicate Special > to set the Duplicate Special Options.
If you do a transform and then make the manipulator go away (for example, but deselecting the object), Maya forgets the last transformation. See also Duplicate.
Select Edit > Transfer Attribute Values > to set the Transfer Attribute Value Options.
Select Edit > Group > to set the Group Options.
See DAG Hierarchy for more information on Transform nodes.
Select Edit > Ungroup > to set the Ungroup Options.
Creates a Level of Detail group, which associates multiple different resolution versions of the same geometry that you want to be replaced based on camera distance in a game engine. This lets you produce a high-quality version of a model for up-close and a low-quality version for far-away, with multiple versions in between. See also LOD (Levels of Detail).
Select Edit > LOD (Level of Detail) > Create LOD Group > to specify the following before you create the group:
Specifies the method to use when determining which level of detail to display.
By default, Threshold Type is set to Screen Height Percentage so that levels display based on the percentage of screen height taken up by the overall LOD group in the current camera frame. Screen Height Percentage measures the overall height of all the meshes in the LOD group relative to the current camera frame, and establishes an initial default percentage for each level to display. You can also set the threshold to switch based on Distance from the camera.
When you export the selected geometry using FBX, this setting is stored in the FBX file so that it can be read by your game engine. (See also Export LOD groups to your game engine.)
Generates lower resolution versions of a selected high resolution mesh, and adds them as new levels in an LOD group. See also Generate LOD meshes.
Select Edit > LOD (Level of Detail) > Generate LOD Meshes > to open the Generate LOD Meshes Options and specify the settings used to generate meshes.
Ungroups a selected LOD group.
The child objects remain selected after the parent operation is completed, and the parent object is deselected.
When you select the parent, the children are also selected, and the parent's Transform node controls the children's transformations - see DAG Hierarchy for more information on Transform nodes.
Select Edit > Parent > to set the Unparent Options.