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Welcome ¶
Welcome to Houdini! This guide shows a few basic translations between Maya™ and Houdini to help Maya users get up to speed more quickly. We hope that Maya users will use this guide as a starting point to further explore Houdini’s unique node-based procedural workflow.
Note
On the Mac, use ⌘ instead of ⌃ Ctrl.
Concepts ¶
Maya |
Houdini |
---|---|
Attribute editor |
Parameter editor (top right pane) |
Hypergraph |
Network editor (bottom right pane) |
Shape nodes, modeling commands, inputs |
|
Construction history |
|
Tool options box |
Operation controls toolbar, parameter editor |
Manipulator |
|
Edit ▸ Parent/Unparent |
Connect object nodes together, or use the |
Houdini treats objects and components slightly differently than Maya.
In Maya, every piece of geometry you create is an object, and you combine objects using modeling commands to create new objects. An object’s construction history lets you access the nodes that contributed to the object.
In Houdini, the Geometry Container objects represent animate-able models, alongside other object types such as lights and cameras. Geometry container objects contain a network of surface nodes that define the object’s geometry.
In Houdini, you often alternate between creating, combining, parenting, and animating objects at the Scene level, and modeling using surface nodes inside Geometry container objects (the Geometry level). See Working with Objects for more information.
Viewing ¶
In Houdini, you traditionally hold Space and drag in the viewer to change the view. Alternatively, you can also hold Alt as is done in Maya.
Function |
Maya |
Houdini |
---|---|---|
Tumble |
Alt + |
Alt + Space + |
Pan |
Alt + |
Alt + Space + |
Zoom |
Alt + |
Alt + Space + |
Box zoom |
⌃ Ctrl + Alt + |
⌃ Ctrl + Alt + Space + ⌃ Ctrl + |
Default view (home) |
A |
Space + H |
Show all |
⇧ Shift + A |
Space + A |
Show selected |
F |
Space + G |
Minimize/Maximize viewport |
⌃ Ctrl + Space |
⌃ Ctrl + B |
Display four views |
Tap Space |
Space + B |
Viewport layout |
Quick Layout buttons |
|
Toggle wireframe |
4, 5 |
W |
Show shaded + wireframe |
Shading ▸ Shading Options |
|
Viewport options |
Hotbox or panel menus |
D
|
Selection ¶
Function |
Maya |
Houdini |
---|---|---|
Select tool |
Q |
S |
Select by name |
Outliner |
/ in network editor |
Select ancestor |
↑ |
PgUp |
Select descendant |
↓ |
PgDn |
Toggle object/component |
F8 |
F8 |
Select points |
F9 |
|
Select edges |
F10 |
|
Select faces |
F11 |
|
Convert selection |
Select > Convert selection |
Change component select mode in toolbox |
Align manipulator axes |
Tool settings dialog |
|
Paint selection |
Paint selection tool |
|
Loop edge selection |
Select ▸ Select Edge Loop tool |
Select the first edge then press L |
Grow/shrink selection |
Select ▸ Grow selection region |
⇧ Shift + G to grow ⇧ Shift + S to shrink |
Editing ¶
See also reselecting geometry.
Function |
Maya |
Houdini |
---|---|---|
Create objects |
Create menu |
In the Create shelf tab, choose the geometry type after creating the object. |
Template object |
Display ▸ Object Display ▸ Template |
Template flag on object node |
Edit polygons |
Edit mesh menu |
Polygons shelf tab |
Undo |
Z |
⌃ Ctrl + Z |
Redo |
⇧ Shift + Z |
⌃ Ctrl + ⇧ Shift + Z ⌃ Ctrl + Y |
Repeat last command |
G |
Q |
Move |
W |
T or click |
Rotate |
E |
R or click |
Scale |
R |
E or click |
Node-specific manipulator |
T |
Enter or click |
Soft transform |
Proportional Modification tool |
|
Animation ¶
Rendering ¶
Function |
Maya |
Houdini |
---|---|---|
Link lights and shadows |
Link editor |
|
Edit/Assign materials |
Hypershade |
Material palette (tab in network editor) |
Render scene |
Status bar button |
|
Render with settings |
Render globals |
|
Image viewer |
FCheck |
Moving data ¶
Houdini imports and exports Alembic and FBX formats, allowing seamless transition of entire Maya scenes into Houdini.
If you only need to transfer geometry between Maya and Houdini, Houdini’s File surface node and
Geometry render node can read and write common geometry formats such as OBJ.