Autodesk Maya UI
Basic 3D Modeling
General 3D Basics
12 Principles of Animation
General Animation Knowledge
100

The main window where you can view and interact with your 3D scene.

Viewport

100

A tool that smooths out sharp edges by replacing an edge with a face.

Bevel

100

A single point in 3D space, often used as the basic building block for 3D models.

Vertex

100

The preparation before a major action, which builds tension and makes the action more believable.

Anticipation

100

A specific and important frame in an animation sequence where the position, rotation, or other attributes of an object are defined.

Keyframe

200

A panel that shows keyable attributes of the selected object, such as position, rotation, and scale.

Channel Box

200

A modeling technique that extends a face or edge outward from the model's surface to create new geometry.

Extrude

200

A line that connects two vertices in a 3D model.

Edge

200

The exaggeration of a character's body mass to emphasize movement, speed, and weight.

Squash and Stretch

200

A visual plan or blueprint of the animation, where key scenes are sketched out to plan the narrative. It will also resemble a comic book - like document.

Storyboarding

300

A customizable toolbar where you can create and store shortcuts to frequently used tools and commands (You'll find your main polygon objects here).

Shelf

300

A tool used to duplicate geometry across a chosen axis, useful for creating symmetrical models.

Mirror Geometry

300

A flat, multi-sided shape made up of edges and vertices, typically forming the surface of 3D models.

Polygon or Face

300

The continuation of movement after the main action has stopped, adding realism to animations.

Follow Through and Overlapping Action

300

The process of creating a skeleton for a 3D model so it can be animated.

Rigging

400

A panel where you can view and modify the attributes of selected objects.

Attribute Editor

400

A tool that connects two separate edges new geometry, creating a seamless transition between them.

Bridge

400

A collection of vertices, edges, and faces that define the shape of a 3D object.

Mesh / Geometry / 3D Object

400

The amplification of actions, expressions, and poses to enhance the impact and readability of an animation. It usually makes animations feel "over the top".

Exaggeration

400

The number of frames displayed per second in an animation, affecting the smoothness of the motion.

Frame Rate

500

A panel that displays a hierarchical view of all the objects in the scene.

Outliner

500

An operation that combines two 3D objects by adding, subtracting, or intersecting their geometries.

Boolean

500

The process of projecting a 2D texture onto a 3D model's surface.

UV Mapping

500

The control of the speed and duration of an action, critical for conveying weight and emotion.

Timing

500

A technique that allows animators to see multiple frames at once, typically the previous and next frames, to help maintain consistency in motion.

Onion Skinning

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