Notes to self about re-learning Maya (ignore this)

The left viewport is the regular view that I wanted to convert to an actual camera.

The right viewport is looking through the actual camera.

1st thing I have to do is measure the left viewport and set the scene output resolution X Y to those values.

2nd thing is press ctrl+alt+0 in the right viewport but it looks NOTHING like the left viewport.

3rd thing I have to do is set the focal length of the actual camera to HALF of the focal length reported by the left viewport.

This sucks.

In maya I can just hit render at any time and whatever is in my viewport gets rendered in that exact dimension from that exact viewing angle.


a viewport resized to almost exactly 1080p aspect ratio:

press ctrl+alt+0 and the camera is zoomed in too much:

change camera focal length to 25 even though the viewport N panel view tab says the viewport is using 50 focal length:


Also you can dig into the outliner’s data api mode to find the exact pixel dimensions of the viewport under “area” but you cannot actual search for the term “area” and find something. You must dig through the tree until you find it.

Window Managers > WinMan > Windows > Window > Screen > Layout > Areas > … and then each editor panel is one of the “Area” items in this list. Open them all until you find one that says “Editor Type: 3D Viewport” with a width and height and x/y position that look like they match the one you’re trying to get.

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Yes, I mentioned some of those things in my post above. Were you able to automate this ?

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I’ll need to finish that python tutorial first I think.

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And now that I seem to have Maya + Arnold working after 2 days of headache, I can’t find that hard drive.

Investigating the UI more and I see lots and lots of things that are in Blender but lack the super convenient way you can access them in Blender. Look at selection, align camera to polygon, create camera from view, fly tool, walk tool. There are equivalents to wireframe, solid, material preview, use scene lights, xray, but I strongly prefer the ui for those in Blender along with the Z menu.

I cannot figure out how to look through the camera, lol. At least I cannot figure out a convenient way to look through the camera. If I hit Cycle Through Cameras enough time I’ll eventually get to the camera I added.

I don’t think Arnold is going to succed at using my GPU to render. Oh wait, it didn’t crash. 37 seconds for a sphere and a plane with 1 area light in a black environment. The area light defaults to a value that cannot be seen. Ok renders in only 1 second now.

Holy hell. I can dock and undock windows without crashing this time! OMG I can delete a light without crashing! It’s almost usable!

Cool I can navigate the material preview
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Like EEVEE it seems unable to show anisotropic rotation.

Yeah, no clue how to render from the actual camera point of view.

I do wish I could trigger a render from the current perspective view in Blender. I can, but not using Cycles. I wonder why they don’t let Cycles work for that.

Render Region doesn’t seem to work with Arnold.

Being limited to just the one 3d viewport is annoying. I’d have 6 or more on 2 screens by now in Blender.

Useful tooltips!


I finally found an old maya file. The old Chamber of Secrets scene from a video game I wanted to try to clean up the geometry, apply and align the textures, and render it with raytracing. The main reason I didn’t do it in Maya was because it would crash any time I deleted a light. Trying to anything to this older version now compared to all the things I remember doin in the Blender version, it’s just so off-putting. I need fly/walk at my fingertips for navigating. I need the fine grained geometry display options of Blender. I really really need several 3d viewports in various display configurations.

Even though I want something like Maya’s Hypershade window in Blender, I vividly remember trying to make sense of those texture file names and all the guesswork of which textures were used on which objects. Somehow, in Blender it was near effortless. The only real annoying thing was once a material/texture became familiar to me, it was annoying to try to find a small object with that texture. Like I wanted to add a witches pot in the middle of the room and I wanted to use a material I had used on some other object as a starting point but I couldn’t think of what object in the room I needed to look for.

I can actually use Arnold in the viewport this time!

I can no longer render with the gpu for some reason. Error messages.

Tear-off menus are sooo useful.
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