| Max: |
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Maya: |
Position Constraint:
Constrains position of an object to any number of others. |
M |
Point Constraint:
Constrains position of an object to any number of others. |
Orientation Constraint:
Constrains rotations of a node to any number of others. |
M |
Orient Constraint:
Constrains rotations of a node to any number of others. |
Path Constraint:
Constrains a node to a spine or nurbs curve. |
M |
Point On Curve:
Constrains a node to a nurbs curve. |
Link Constraint:
Constrains the transform matrix of a node to others. Constraint only links to one object at a time and can be animated from one node to another. |
S |
Parent Constraint:
Constrains transform matrix to any number of other nodes. The constraint can be weighted between nodes. |
Look At Constraint:
Constraints a given axis to point at a target node. Can be weighted between several targets. |
M |
Aim Constraint:
Constraints a given axis to point at a target node. Can be weighted between several targets. |
Expressions Controller:
Uses a proprietary language other then Max Script. Expressions controllers are very fast but limited by the commands that can be used. |
N |
|
Script Controller:
Uses Max Script and any of it's commands and functions. Script controllers allow for variables to be added that are node based so if object names change the scripted code is not affected. Because of the node based system Script controllers are fast and very flexible. |
M |
Expression Editor:
Uses Maya scripting language called MEL and any of it's functions and commands. Accesses object by name, when there is a change in the name of an object in the scene the MEL code is parsed to up date the name. This can cause major changes in the original code. |
Parameter Wiring:
Connects one parameter with another and allows for expressions to be added in the form of Max Script. Used for quick connections of values with simple expressions. |
C |
Connection Editor + Utility Nodes:
Connection Editor in Maya connects one parameter to another but doesn't allow for expressions directly to be added. Utility nodes are used to create complex expressions. This is method is more preferred then the Expression Editor as it is node based and faster. |
Extract Transform Helper:
This helper object in Max is used to extract transform data from an object. That data can be used to drive expressions, script controllers, wire parameters or reaction manager. Some of the transform data that are returned are rotations, positions and distances. |
S |
Utility Nodes:
There are hundreds of Utility Nodes in Maya that handle every thing from simple math like Addition or Multiplication to more complex math like returning normals of a face. The connection editor is used to connect the nodes together to drive parameters in the scene. |
Spring Controller:
Simple dynamics tool for node level transforms. Doesn't allow for collisions but forces can be added like wind and gravity. Springs can be used to simulate simple secondary motion. |
M |
Jiggle Deformer:
Simple dynamics tool for node and component level transforms. Used for simple secondary motion but doesn't allow for forces or collisions to be added. |
Limit Controller:
Sets limits on any parameter so that the value will not go above or below a certain point. |
C |
Attribute Editor:
Limits can be set for transforms, rotations and scale only in the attribute editor. To set limits on other values utility nodes would have to be used. |
Reaction Manager:
Allows for a reaction based control of any set of parameters. A controlling parameter called a Master is set and can drive any number of slave parameters. The reactions are set up interactively and can be blended with function curves. The master and slave values can be a point3, quaternion or float/integer values. Use for setting up complex sets of reactions for animation. Using list controllers any number of inputs can control a single parameter. |
M |
Set Driven Key:
Allows for a driver/driven based control of any set of attributes. Driver attributes are added to control driven attributes. Function curved are used to control the blending of driver inputs. |