Autodesk Maya

Maya 2008 Extension 2 New Feature Highlights

Polygon Modeling Workflow

Preselection Highlighting

Visual feedback, based on the proximity of the cursor, takes the guesswork out of selection, saving you an enormous amount of time. You can now see, simply by hovering your mouse over a component, what will be selected should you choose to click.

Soft Select for TRS

Soft selection enables you to efficiently translate, rotate, or scale regions of an object with adjustable fall off. Color feedback lets you see the precise impact the soft selection will have before an operation is performed. Because it is a weighted, selection-based paradigm, and not a deformer, soft selection supports a very natural workflow.

Tweak Mode

The addition of a new Tweak mode greatly streamlines the process of making fine adjustments to models and scenes. Rather than having to switch to the Move Tool and select individual components/objects to move, Tweak mode enables you to move what lies under the cursor with a single click, regardless of the tool (Select, Move, Rotate or Scale) you are currently using.

Symmetrical Modeling for TRS with Seam Preservation

The translate, rotate, and scale tools now offer improved support for reflection: components along the reflection axis may be locked to the plane of symmetry. This allows you to confidently make large-scale changes to your model, with operations like soft select, while maintaining symmetry.

Selection Management

In addition, Autodesk® Maya® 2008 Extension 2 delivers double-click selection of edge loops and shell faces, vertex selection performance improvements, movable marquee selection, and more.


Texturing Workflow

Region Preset

You can now layout your UVs within a specific region of the texture editor. Presets are available for the most common areas (quarters, eighths, etc.).

Prescale Option

You now have the option to preserve the scale of an object’s UVs as you simultaneously layout UVs for multiple objects of different sizes. This enables you to make more efficient use of texture space and ultimately improve runtime performance.

UV Snapping Improvements

During TRS operations, UVs and UV pivot points can now be snapped to the grid, other UVs, and texture pixels. Having the same level of efficient snapping functionality in the Texture Editor that you have in other areas of Maya improves productivity and shortens learning curves.

UV Discrete Rotate and Scale

UVs can now be rotated and scaled in discrete steps, giving you more precise control over the layout of your UVs and avoiding precision errors.


Maya Muscle

Smart Collisions

The Maya Muscle smart collision toolset enables you to simply paint shape changes based on joint orientation; plus it automatically handles skin self-collision. For example, the area around elbow and knee joints can be set so skin pinches, where appropriate, but does not interpenetrate, and muscles bulge and lengthen correctly as the joint moves. All this is possible without any elaborate setup; in fact, collisions can often create accurate skin behavior without the use of muscles or deformers.

Skin Displacement

Maya Muscle now gives you the ability to deform skin via displacement. Fine shaping of details (like veins or tendons) can either be controlled interactively by a curve, or applied as a texture map or mental ray® software shader in order to shift costly processing over to rendering, after creative iterations are complete.

New Forces

Precise control over three new forces—gravity, wind, and noise—lets you create highly realistic muscle and skin dynamics (for example, sagging) that were previously extremely difficult to achieve.

New Weight Maps

Fourteen new weight maps have been added to Maya Muscle—giving you a faster, more intuitive way to assign, paint, adjust, and blend new types of weighted attributes (through maps) for various muscle and skin parameters.