User Defined Properties in Maya

User Defined Properties in Maya

slava.lobanov.1990
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User Defined Properties in Maya

slava.lobanov.1990
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Hi. In 3ds Max there is an option for setting custom properties. How to do this in Maya? In 3ds max, I can write any belief there and export it to fbx. 

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hamsterHamster
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Sorry, your question is unclear - what properties you want to change?

If the thing is supported by FBX format, and you can find it in the File>ExportSelection.. file browser dialog..

hamsterHamster_0-1627593686142.png

.. then it can be done here too. And, I beleive, it is true even more so from Maya than Max, as historically Alias appropriated FBX from Kaydara, which happened long before Autodesk bought Maya.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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slava.lobanov.1990
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Model: 2903037336768, "Model::Box001", "Mesh" {
Version: 232
Properties70: {
P: "PreRotation", "Vector3D", "Vector", "",-90,-0,0
P: "RotationActive", "bool", "", "",1
P: "InheritType", "enum", "", "",1
P: "ScalingMax", "Vector3D", "Vector", "",0,0,0
P: "DefaultAttributeIndex", "int", "Integer", "",0
P: "Lcl Translation", "Lcl Translation", "", "A",5.7298755645752,0,-4.63847160339355
P: "UDP3DSMAX", "KString", "", "U", "surface=1&cr;&lf;"
P: "MaxHandle", "int", "Integer", "UH",2
}
Shading: T
Culling: "CullingOff"
}

P: "UDP3DSMAX", "KString", "", "U", "surface=1&cr;&lf;" This parametr in fbx file.

 

 

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slava.lobanov.1990
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https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMa...

User-defined Properties

The FBX file format supports 3ds Max user-defined properties. They are stored in the FBX file as custom properties and labeled as UDP3DSMAX.

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hamsterHamster
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You can add your own custom attributes to supported nodes, like poygons and joints, and those will be exported to FBX.

Here is identical page from Maya Help https://help.autodesk.com/view/MAYAUL/2022/ENU/?guid=GUID-0ACDAC13-D16E-424B-829F-25E1E255A8DF, see CustomProperties section. The only cosmetic difference is that the Max version speaks about UI gizmos to represent various data, while in Maya it is described from a data-type standpoint, which is identical to how data is kept within FBX files. Like, Max-wise, FBX supports BooleanCheckbox and BooleanButton, while in Maya they mention general Boolean data type, which can be represented either as data field with [on/off] states (e.g. in ChannelEditor) or a "boolean" checkbox (in AttributeEditor) - under the hood the data is still BOOL type in both Max and Maya.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

If the post was helpful, click the
 ACCEPT SOLUTION  button, so others might find it much more easily.

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