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Reference

The lists you look things up in.

  • Preferences


    Every setting on the Settings page, what it changes, and where it is stored.

    Preferences

  • Keyboard and mouse


    The shortcuts, and what double-clicking each column does.

    Keyboard and mouse

  • File format


    The JSON schema, field by field, plus what changed between versions.

    File format

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.