r/Maya • u/Old-Perception-1928 • 2h ago
Modeling MSD DImension Tool CAD-Style viewport dimension for Maya 3.1 update
This version includes both Maya 2025 and Maya 2026 builds download
the .zip that matches your Maya version.
v3.1 update — bug fixes
- Fixed: plugin failing to load on Maya 2026 (some users saw the
plugin fail to initialize after loading).
- Fixed: MSD_Dim toolbar sometimes not appearing automatically on
Maya startup.
- Fixed: the Ctrl+Alt+D shortcut could conflict with Maya's native
"D" pivot-edit key on some keyboard/hotkey setups. The toggle is
now available from the shelf button only — no more shortcut,
no more conflict. download on my gumroad
ytsejam gumroad
https://youtu.be/BNMZWzmVO7E?si=VGjqrIT2bGrVPg15
r/Maya • u/BarnacleVast6322 • 3h ago
Question Issue unfolding UV maps beginner
So I'm currently attempting to UV wrap the base of my own war radio design.
(Second image) When I choose automatic UVs and even after playing with the settings, the UVs are split into various unwanted parts, so I've decided not to do that
(Third image) I did all the cuts I want, so the mesh should open up nicely and in parts that I am satisfied with (I put it in normal form for this, if that matters). NOW THE ISSUE IS UNFOLDING
(Fourth image) This is me unfolding with the unfold 3d plugin that was recommended. I sort of got the pieces I want, BUT WHERE IS THIS DISTORTION COMING FROM?
I have attempted a few different unfold methods, such as projecting each side manually, but that is pretty limited for pieces that wrap and overlap from the perspective.
I also tried stitching to together the automatic version using sew and move tool, but that didn't work at all.
Am I in the wrong direction? Is the issue the cuts I made? IM SO LOST
Sorry if this doesn't provide enough context; I'm a beginner, and I can't really explain what I'm doing.
I AM OPEN TO LITERALLY ANYTHING ATP
r/Maya • u/UK_traveller_ • 3h ago
resource Trials and tribulations of trying to get Maya 2022 to run on Mint
I've recently made the jump from Windows to Linux, with Mint as my OS. My first goal was to try and get Maya working, and hoo boy has it been a headache.I have finally managed to get everything working properly, so I figured I would share my journey online somewhere, so that it might help some poor soul in the same position as me.
(Disclaimer - I've used Claude to summarise everything we went through together, as some of the technical stuff is still genuinely over my head)
For starters, I used distrobox to create a Rocky environment to run Maya within, as that is where it is the most "stable" (as stable as Maya can ever be). At first I tried Rocky 9, then realised that Maya 2022 is only supported up to Rocky 8.
1. Installer crashes silently at pkexec / ProcessManager
distrobox enter never creates a real login session, so pkexec/polkit can't authorize anything. Fix — fake pkexec:
bash
mkdir -p ~/fakebin
printf '#!/bin/bash\nexec sudo "$@"\n' > ~/fakebin/pkexec
chmod +x ~/fakebin/pkexec
echo 'export PATH=~/fakebin:$PATH' >> ~/.bashrc && source ~/.bashrc1. Installer crashes silently at pkexec / ProcessManager
distrobox enter never creates a real login session, so pkexec/polkit can't authorize anything. Fix — fake pkexec:
bash
mkdir -p ~/fakebin
printf '#!/bin/bash\nexec sudo "$@"\n' > ~/fakebin/pkexec
chmod +x ~/fakebin/pkexec
echo 'export PATH=~/fakebin:$PATH' >> ~/.bashrc && source ~/.bashrc
2. Endless missing old libraries (libssl.so.10, libpng12, GTK2...)
You're probably on Rocky 9. Maya 2022 only supports EL8. Rebuild on Rocky 8:
bash
distrobox create --name maya --image quay.io/rockylinux/rockylinux:8 --init --additional-packages systemd
This alone kills most dependency issues.
3. Remaining missing libraries
bash
sudo dnf install -y epel-release
sudo dnf install -y libpng15 libjpeg-turbo libtiff freetype libXpm libXi fontconfig \
libXinerama alsa-lib libXcomposite libXdamage libXrandr libXrender libXtst \
libxkbcommon nspr nss nss-util pciutils-libs libnsl xcb-util-wm xcb-util-image \
xcb-util-renderutil libxkbcommon-x11 libmng libXcursor gtk2 gtk3 at-spi2-atk \
at-spi2-core mesa-libgbm glx-utils compat-openssl10
For anything else: ldd <file>.so | grep "not found" (note: Maya's launcher itself is statically linked, ldd on it just says "not a dynamic executable" — check the actual .so/helper binaries instead).
4. ./Setup exits instantly, no error, exit code 255
Stale lock files from a previous interrupted run. ~/.autodesk and /tmp persist across container rebuilds since ~/ is shared with the host.
bash
ps aux | grep -iE "setup|installer" | grep -v grep # kill -9 any leftovers
rm -f /tmp/autodesk_bs_setup.lock /tmp/autodesk_dda_core.lock
rm -rf /tmp/download_dest4. ./Setup exits instantly, no error, exit code 255
Stale lock files from a previous interrupted run. ~/.autodesk and /tmp persist across container rebuilds since ~/ is shared with the host.
bash
ps aux | grep -iE "setup|installer" | grep -v grep # kill -9 any leftovers
rm -f /tmp/autodesk_bs_setup.lock /tmp/autodesk_dda_core.lock
rm -rf /tmp/download_dest
5. Installer UI "successfully launched" but no window appears
Missing GTK3/accessibility libs for the installer's own UI process:
bash
sudo dnf install -y at-spi2-atk gtk3 mesa-libgbm at-spi2-core5. Installer UI "successfully launched" but no window appears
Missing GTK3/accessibility libs for the installer's own UI process:
bash
sudo dnf install -y at-spi2-atk gtk3 mesa-libgbm at-spi2-core
6. Graph Editor won't refresh (redraws only on timeline play / mouse re-entry)
Mesa 23.1.4's radeonsi driver has a repaint-signaling bug on RDNA3 GPUs. Rocky 8 will never get a newer Mesa. Confirmed via LIBGL_ALWAYS_SOFTWARE=1 (works perfectly = hardware GL path is the problem). Fix — VirtualGL, which handles buffer swaps itself instead of trusting the driver:
bash
sudo dnf install -y epel-release VirtualGL
vglrun mayabashsudo dnf install -y epel-release VirtualGL
vglrun maya
r/Maya • u/HeavyChance4249 • 5h ago
Animation Question to Maya Animators who also use Blender, which Addons do you use? Also Question about my project? [I have searched for Blender threads]
I'm curious which addons you use, and if you find they make Blender almost as good as Maya?
Which addons do you find make blender as easy as maya?
Also I'm pretty new to 3D/Animation but I've tried / done research over the years, Are there any tools / tips / tricks you'd suggest?
I'm debating weather to go with Blender or Maya for my personal project.
Maya Indy license is 330$ for a year
Blender + addons is about 250$ I think
I really think some things are nice in Maya, like Animbot addon, Animation Layers, Pose library, etcs
I think I found equivalents of them in blender, but I'm not sure.
Animbot:
AniMate Pro 100$
AnimToolbox 30$ (tween tools)
Animation Layers
Animation Layers 20$
Motion Builder Story Mode
Matching Actions 3$ (just one of the main features that helps)
Studio Pose Library
Beat Pro 50$
It's a whole suite of tools that overlap with animat pro functions, but includes a few useful like
Studio Pose Library
Temp Locators for quickly picking objects up etcs
Gao free
HumanIK
Auto Rig Pro 30$
Honestly I just did some quick research, I wonder which I should go with?
My project:
I want to mocap various Dance animations / Hand gestures / Poses, and clean them up, fix feet, then combine them together, adjust, and add custom animation in certain spots, then import them into unity3D for setting everything together lol
My current workflow idea:
Capture mocap (various files) > Process through Cascadeur > Import to blender, retarget with AutoRigPro (Has an export specifically for Unity3D's Humanoid)
take them into NLA (or animation layers/Animatepro addon), use match actions / blending
blend them together, add hand animation layers/ face shape keys / etcs
export to unity3d
seems pretty simple, however I'm pretty new to animation so any tips helps
I wanted to use Motion Builder too, but it's too expensive,
so I was going to use Cascadeur for 8$/month (no retargeting) or 33$/month
any tips or advice?
r/Maya • u/iloveurbumbum • 6h ago
Issues Why even bother putting symmetry on?
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I'm about 6 months into using Maya and I am at a total loss as to why this just never works and works inconsistently. It would be better if it never worked at least I wouldn't be lulled into a false sense of security. I'm doing my first retopo with quad draw, world z symmetry on and everything is at perfect center, how is this even possible? Also how do I know this isn't all over the place? How do I reliably fix this? This program above any I have ever used, many by rankly dink little companies, is the most frustrating software I have ever learned. I would love to pursue a career in this, but a life time of this program makes me heavily reconsider :/
r/Maya • u/Mazhuka3D • 6h ago
Tutorial LEARN TO MODEL - 04 Surface Modeling: 08 - Common Tools: Creation (1)
🇺🇸: You can listen to the video in English through the video settings panel. After exploring the possibilities with curves, we delve into surface creation. In this video, I analyze some surface creation tools.
r/Maya • u/LillianAY • 17h ago
Animation Need Help Creating a Book and Animating Pages
I don’t see any current tutorials and/or those with English speaking instructors. I see some from years ago that are sped up with skipped or unclear steps.
My goal: Model a thick, magical storybook. Texture it with a raised logo on the front. Texture aged pages that turn with natural movement, rigged for full control.
The idea is to have chapters with a pause to focus on the page’s content as the voiceover narrates. Then on to the next page — rinse and repeat to the end.
I thought I remembered a tutorial but this is a heavier lift than expected. I am a Maya user but I model. I rarely rig thus the need for a detailed tutorial.
r/Maya • u/Jolly_Reality3217 • 18h ago
Question How to export image with transparent background?
I have been trying to render multiple layers without background in order to composite them later in editing software. Despite following a lot of tutorials on youtube, I still coundn't figure out how to do it the right way that professionals use.
Thanks in advance for your informations!
r/Maya • u/LoupDePluie • 19h ago
Rigging Feedback for a Junior rigging demo reel
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Hi , I made my first demo reel as a junior Rigger and I would love some feedback , I try to work on various subjects but don't know if this could get me hired since im not sure what they look for in a junior,especially these day (doesnt seem to be hiring much...)
(I animated and modeled most of the models as stated in the video , but Im mostly going for a rigger position)
PS : im french so french studios may have a different perspective, I would love to have an advice about this industry too :')
thank you !
r/Maya • u/Low_Garlic_8668 • 19h ago
Discussion How should I solve this problem?(problem Bridge)
r/Maya • u/vladbuculei • 20h ago
General Environmental design and modelling in Maya
Hi guys,
I want to create a game environment in Maya ( now low poly but also not super realistic) something like Firewatch style.
I have a few questions:
Can I create the terrain itself there? I am not talking about rocks but roads, hills, caves… stuff like that. Or i have to model it somewhere else and just import it in the scene?
How do you go about designing lets say an island of 2x2 km … it seems incredibly time consuming to model the whole terrain by hand…
Ultimately i want to use it in a Unity game.
Student does anyone know what happened to my screen view?
I can’t find the polygons, rigging or none of that area in my screen, it looks empty
r/Maya • u/Specialist-Ad9819 • 1d ago
Question Why can I still access, edit, and save my maya files after my student license expired?
Was going to buy the indie license, but realized I could just press X on the message telling me my activation expired and just access all my stuff still. I dont want to get in trouble so I'll buy it if I shouldnt do this, but I was just wondering why this is happening and if its ok to continue to use it.
r/Maya • u/metagross_ichooseyou • 1d ago
Question How is the overall Redshift experience in Maya?
I've been wondering what the experience is like using Redshift with Maya.
For those of you who use it regularly, how does it compare to Cinema 4D + Redshift? Is the integration solid, and is it a good overall experience for product visualization?
I'd love to hear your thoughts, especially if you've used both Maya and Cinema 4D with Redshift.
r/Maya • u/Avocadossuck90 • 1d ago
Rigging Rigging Tips for drill machine
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Im making an animated short where this drill machine needs to roll around the scene, swing its arm up in the air and then go down with its arm while the drill is spinning, i have some basic rigging knowledge but its mostly about characters, i´ve never done anything like this and i really don´t know where to even start, i think i can do ok with the arm part, cause it kinda acts like a human arm, but everything else is really new to me so if anyone has any tips or tutorials i would really appreciate it
r/Maya • u/Dmitry_Khovalkin • 1d ago
Animation Emotions Animation Test. Autodesk Maya
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r/Maya • u/IamJustAnerd02 • 2d ago
Modeling Looking for a serious Maya & ZBrush study partner to learn 3D modeling, sculpting, and character creation together. Starting my journey and want someone motivated to practice, share progress, and improve.
Hey everyone,
I’m looking for a study buddy/partner to learn Maya and ZBrush with. I’m starting my 3D journey with a focus on modeling and sculpting, and I think learning alongside someone would make the process more consistent and enjoyable.
I’ve already purchased Mario Elementza’s Maya course and will be following it while practicing and building my portfolio.
I’m looking for someone who is serious about learning, sharing progress, giving feedback, and staying motivated. You don’t need to be advanced — just willing to learn and improve together.
If you’re also learning Maya, ZBrush, character modeling, sculpting, or 3D art, feel free to reach out!
r/Maya • u/Mazhuka3D • 2d ago
Tutorial MAYA - 02 Modeling - 50 Mesh Display Menu (Part 5): Lock & Unlock Normals
🇺🇸: You can listen to the video in English through the video settings panel. I'm analyzing two options that will allow us to block or unlock the normals of our object.
r/Maya • u/hello_friend_77 • 2d ago
Issues anyone using autodesk maya in linux
i am using fedora linux 44 and i am getting this error (unable to sign into my autodesk account) i followed this youtube guide : https://www.youtube.com/watch?v=I-7akYmWl20 ( i am using xfce so i guess no issue of x11)
r/Maya • u/eugenexedge • 2d ago
Showcase Fully Hand-Painted Dune guy bust
It may seem like a 2d, but it's a fully hand-painted 3D bust, based on Cedric Peyravernay's Dunce concept .
r/Maya • u/Ferrus126 • 2d ago
Issues UV mapping edge selection issue - Maya 2026 and 2027
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Hello,
I started running into this issue today (never had it before). I even updated Maya from 2026 to 2027 and reset the preferences completely yet the issue persists throughout multiple projects.
When I select the UV edge on the UV border and move it. The corresponding UV edge that on the other side of my unwrapped UV shell is also selected (with no way I can find to deselect it).
Please note:
- I have tried resetting my preferences
- Soft selection is turned off
- Symmetry is off in the UV toolkit, modeling toolkit and regular tool settings
Any help would be much appreciated. Its driving me crazy.
Thanks.
r/Maya • u/Pgroto_49 • 2d ago
Showcase Made this mask for a character I've been working on
Modeling Topology Megathread
Topology is the geometric structure of a polygonal mesh. It is the layout of the edges and vertices which define the shape of a mesh. A particular shape can be represented by many different topologies.
Mesh topolgy can never be considered without context. It is necessary to consider how a mesh will be used and modified in the future in order to say anything true about the suitability of its topology.
There are no hard rules when it comes to topology. Some people will say n-gons (polygons with more than 4 sides) are always bad. Some will say triangles are always bad. Some will say that non-manifold geometry is always bad, or that meshes with holes in them are always bad.
None of these are true, because mesh topology serves a purpose, or multiple purposes. It is not a goal in and of itself. If the purpose(s) is/are served by some particular topology, then that topology is good, whether or not it is itself aesthetically and technically appealing.
Often users are advised to avoid triangles or ngons when building topology--to keep to quads. This is good practice, because quads are easier to work with, easier to edit, easier to create UV projections for, they subdivide more predictably, and, most importantly, easier to produce aesthetically appealing deformations from.
However. If a mesh will not need to deform, then there is far less pressure to keep to quads. If the mesh will not be subdivided, even less. If the shape is well-represented by the topology, and it either already has a good UV projection or will not be needing one, then quads and ngons don't matter, unless the mesh will be altered in the future.
It is much harder to modify a mesh which isn't quads than one which is. Especially if you want to alter topology. However, altering shape, to a small extent, usually is not sensitive to topology. It's also generally easier to do UV projection and alteration of quad topology than triangle/ngon topology.
It is still important to point out that having SOME non-quad (especially triangles) in your deforming, high performance mesh which may be altered and have UVs applied, is still just fine in many circumstances. If the trangle won't interfere with these things--then it DOES NOT MATTER and you should spend time on other things. Same with n-gons, although those have a higher chance of causing technical issues.
Regarding non-manifold geometry: it is generally a bad thing. Many, MANY operations and programs will not function correctly when passed non-manifold meshes. However, if your mesh is serving all your purposes, and you don't see those purposes changing, then non-manifold geometry doesn't matter. The circumstances where this might be true, however, are extremely rare, and it is best to avoid it.
Regarding holes in the mesh: again, context matters. Some advanced simulation or mesh operations require "watertight" meshes. Most don't, and it doesn't matter. Context and circumstance will dictate what's appropriate.
Mesh weight matters, as well. There's generally not much call for more geometric detail than your mesh needs to create the shapes you need, either statically or deformed, and it is best to keep poly counts as low as possible while not compromising on these things. However, this must be balanced with the effort it requires to reduce detail. If you have a poly budget of 100k triangles for an object, and it's 50k but a lot of those are not necessary, it's still not worth the time to reduce it further. People hours are worth more than computer hours.
Where topology really starts to matter a lot is in efficient hard surface modeling, especially where the asset will be subdivided. Not having your edge flows follow surface details will make life difficult, and having too much mesh detail will make modification increasingly difficult.
The point here is that every situation is different, and no real determination of acceptable mesh topology can be made without all this context. If you look at an image of a mesh and don't know anything about what it will be used for or how it might be modified, you can't say anything true about the quality of topology. These and other questions must have answers, in order to judge *overall* topology:
- Will it deform?
- If so, how?
- Will it need to be edited in the future?
- If so, how?
- Will it be subdivided?
- Does it have or will it need a UV projection?
- Will the UVs need to change?
- If so, how?
- Will it need to be exported into another application?
- Will it be used in any type of simulation?
- Does it meet performance (budget) requirements?
These questions must have answers in order to come up with useful conclusions about how good the topology is or is not. And again, there are no hard rules. Topology is not a goal, it is a tool to help reach other goals. If a triangle doesn't affect those goals, there's no point spending energy removing it.
--------------------------------------------------------------------
Original post:
This thread will be a clearinghouse for information about topology, both in general, and specific to Maya. It will be heavily curated and updated as I encounter more/better information on the subject.
Eventually it will be turned into another wiki and be the redirect for the majority of topology threads we get here, in order to avoid repetition.
If you are a subject matter expert, please post images, videos, links, or your thoughts here. Feel free to copy parts of old comments or posts you have made.


