Reference¶
The lists you look things up in.
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Preferences
Every setting on the Settings page, what it changes, and where it is stored.
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Keyboard and mouse
The shortcuts, and what double-clicking each column does.
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File format
The JSON schema, field by field, plus what changed between versions.
The nodes AM Landmark creates¶
| Node | Named | What it is |
|---|---|---|
| The shader | Whatever you called the landmark | An ordinary surfaceShader / lambert / blinn / standardSurface, plus the tag attributes. |
| Its shading group | <landmark>SG |
An ordinary shadingEngine. The faces belong to this. |
| Preview spheres | AM_landmark_preview_grp |
Only from Preview Spheres. Disposable; delete the group. |
Nothing else is created, and nothing is added to the scene at start-up.
The attributes it adds¶
On the shader node, all of them dynamic:
| Attribute | Type | Holds |
|---|---|---|
amLandmark |
bool | The tag. Its presence is what makes a shader a landmark. |
amLandmarkGroup |
string | The group label. |
amLandmarkNotes |
string | Free text. |
amLandmarkId |
string | A stable id that survives renaming. |
Deleting them (untag) leaves an ordinary shader that renders identically.
Where things are stored¶
| What | Where |
|---|---|
| Landmarks and assignments | The Maya scene, as shaders and shading groups |
| Preferences | One Maya optionVar, AM_landmark_state_json |
| Saved passes | Wherever you put the .json |
| Nothing | Any temp folder, registry key, or file beside the scene |
Limits and requirements¶
| Maya | 2020 or newer |
| Geometry | Polygon meshes only. NURBS and subdivision surfaces have no faces to assign to. |
| Instances | Per-face assignment is read through the resolved DAG path, so an instanced shape reports the instance you selected. |
| Referenced meshes | Can be assigned to, like any Maya shading assignment. Referenced shaders are never renamed, recoloured or deleted. |
| Face count | No limit imposed. Assignments and selections are chunked, and symmetry matching is linear in face count. |