(114) Max: Store Different Camera Angles On Timeline

Say you want to render a character from several angles for presentation purposes, and for this you render one perspective at the time, and you have to wait for it to finish before you start the next. Instead, try to use only one camera, but store the different camera positions for each render in a keyframe. This makes the scene easier to manage with only one camera, and you can set software to render from frame 1-4, instead of rendering each perspective separately. This is both time saving and more practical, since you don’t have to monitor the rendering process.

(71) Maya: Copy Tab

Often overlooked button on the Attribute Editor.  Need to compare values between objects? Want access at all times to an object’s attributes.  Hit the “Copy Tab” button at the bottom of the Attribute Editor and the attributes will be listed in their own floating window. 

(68) Maya: Viewport: Gestural Transforms

Press “W” to enable transforms, then hold the “Shift” key and the middle mouse button to gesturally move the object along an axis. The object is constrained to the nearest axis depending on direction of movement. Works with the scale “R” transform as well.

(66) Maya: Outliner: Frame Selected

After selecting an item, a quick way to locate it in the outliner among a deep heirarchy is to use the common “frame selected” command.  Do this by pressing “F” when hovering the mouse cursor over the outliner window.