

In 3ds Max, you'll have to follow this procedure. In GE, you just press the "Unify Tangents" and it's done. So it might seem like an additional step, but the problem in the CE comes when you want to unify the broken tangents while keeping the changes you did when you broke them. In GE, there is a button in the toolbar called "Break Tangents" (see image), which is a command to break the tangents of the selected key. In the CE, if you want to move one tangent independently from the other one, you just have to press SHIFT and that's it. Basically, in 3ds max it's easier to select the tangents, but in Maya you can select (and adjust) multiple tangents at the same time.Īnother difference in the tangent handling is the way you break them. So in order to move a tangent, you have to select a key and then select the tangent. In the Graph Editor (GE) in Maya, the tangents are independent objects from the keys. In the Curve Editor (CE) in 3ds Max, the tangents are part of the key, in the sense that if you want to move the tangents, the key must be selected. In general, both editors do the job right but there are some small differences that are actually not so small for some people. If you disagree with what I say, that's cool.īoth, Maya's Graph Editor (left) and 3ds Max Curve Editorįirst in line is every animator best friend: the good ol' Graph Editor, a.k.a. If so, put it in the comments!įinally but no less important, this is my point of view. I'm using the 2010 version of both 3ds max and Maya, so maybe some of the features I mention here have been upgraded in recent versions. I will not be talking about modeling or rendering or lighting or anything else not related to animation, since I don't know all the features of each package (which are a LOT!).Īnother thing that is worth to mention is that I'm comparing both programs on the same "yearly" version. In this post I'll try to cover most of the differences from an animator point of view.
#Autodesk maya 2018 buffer curves dissapear when i delete software#
shortcuts, viewport handling, technical issues), it's hard to change it, or it seems the other one is missing features "so obvious" that the software becomes useless. Truth is, when you get use to the specific workflow of one them (i.e.

I know some animators (like me, for instance) that learned 3D on one of them, but prefer the other. The choice of software sometimes depends on which software you learn first and which one you constantly use. And whenever one of each get together, a long (and sometimes heated) discussion starts, with no clear winner. I have some colleagues that prefer Max, while others die for Maya. :PĪ lot of things have been said about which program is better: 3ds Max or Maya. Originally, I wanted to do only one post about the differences between both 3D packages, but when I started I realized that it will take more than just one post.
