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Maya → Elysium Migration Guide

This guide maps Maya 2027 concepts and hotkeys to their Elysium Designer equivalents. Elysium Designer is not Maya: it's a borderless 3D-animated UI authoring tool: but it has been built so that a Maya artist can drop in and feel at home immediately.

Hotkeys

Every Maya tool-box hotkey works in Elysium with the same semantics.

Maya hotkey Maya action Elysium action
Q Select Tool Select Tool
Shift+Q Lasso Select Lasso Select
W Move Tool Move Tool
E Rotate Tool Rotate Tool
R Scale Tool Scale Tool
B (Maya) → F12 (Elysium) Soft Select toggle Soft Select toggle. Elysium rebinds this to F12 so hold-B can be used for the Brush Quick Wheel (Procreate-style radial brush picker).
B (hold) n/a Quick Wheel: radial picker of your 8 favorite brushes, released-on-slice to switch. Only triggers while a brush tool (Brush or Erase) is active.
Y Last Tool (cycle) Last Tool (cycle)
T Show / Hide Manipulator Show / Hide Manipulator
F Frame Selected Frame Selected
Home Frame All Frame All
4 Wireframe Wireframe view
5 Smooth Shaded Shaded view
6 Textured Textured view
7 Textured + Lit Lit view
Alt+5 Wireframe on Shaded Wire-on-Shaded view
Alt+V Play Forwards Play Forwards
S Set Keyframe Set Keyframe (writes an AnimState at the playhead)
Shift+S Set Breakdown Set Breakdown
, Step Back Key Step Back Key
. Step Forward Key Step Forward Key
Alt+, Step Back Frame Step Back Frame
Alt+. Step Forward Frame Step Forward Frame

Maya marking menus (hold-and-drag radial menus) are reachable by holding the corresponding tool hotkey for >180 ms. The wedges contain the same options as Maya's defaults.

Concept map

Maya concept Elysium equivalent Notes
Scene file (.mb / .ma) .esk skin bundle Same role: a project file you New / Open / Save.
Transform node Placement dataclass Single record describing any element on canvas: Shape, Image, Mesh3D, NURBSCurve, Joint, HairStrand, etc.
Keyframe at frame N AnimState (named state) Each placement has a list of states; the timeline scrubber tweens between them.
Outliner Left-side accordion Same DAG view; toggles open/closed per section.
Channel Box Right-side panel Per-placement keyable attrs.
Attribute Editor Right-side panel Full dataclass-field editor.
Construction History DAG Placement.history Per-placement op log; visible in the Channel Box → History tab.
Mesh deformer node Deformers menu Bend / Twist / Sine non-destructively stack on the mesh and log to history.
Hypershade Rendering ▸ Hypershade… Node-based material editor; 9 node kinds in v1 (File / Color / Ramp / Noise / Multiply / Add / Blend / Bump / Material).
Joint chain Rigging ▸ Create Joint Chain kind="Joint" placements with parent_name defining the chain. Bone rest-lengths stored in props["bone_length"].
Skin Bind Rigging ▸ Bind Skin to Selected Mesh Per-vertex top-2 inverse-distance weights stored in props["skin_weights"].
2-bone IK Rigging ▸ Solve 2-Bone IK on Selected Chain Analytical solver: drag the end joint, run the action, the mid joint repositions.
Constraints (Parent / Point / Orient / Aim / Scale) Rigging ▸ Constraints ▸ … Select constrained nodes + target (last picked), pick the constraint kind. Stored in props["constraints"], applied per-frame after the AnimState tween.
nHair Simulation ▸ Create Hair Strand Verlet-integrated rope; anchor pinned to the placement's top-center, falls under gravity.
MASH Distribute Procedural ▸ MASH ▸ Scatter… Duplicates the selected placement into a grid; jittered or aligned.
Render Settings Rendering ▸ Render Quality ▸ … 4 presets (Draft / Preview / Production / Final) feed samples / max_bounces / size into the path tracer.
Batch Render Rendering ▸ Batch Render ▸ … Renders a frame sequence at the active quality, writes PNG files to <skin>/renders/<timestamp>/.
Arnold (production renderer) Elysium path tracer Same workflow: set quality, hit Render. _render_final_selected + _batch_render both call into pbr.render_path_traced.

Things Elysium has that Maya doesn't

These are not removals from Maya: they're additions Elysium gives you on top. Don't expect them in Maya, and don't worry about losing them when you migrate.

  • Borderless / shaped window primitive. Every skin is a real NSWindow with an arbitrary path as its hit region. This is the entire point of Elysium.
  • .esk skin bundle. A skin is a folder, not a binary file
    contains the document, paired Python handlers, textures, and signature. Diff-able in git.
  • Code Link. Double-click a placement's hook to jump to the paired Python handler. Maya has no analogue.
  • Hot reload. The Designer can patch its own running code via dev.reload_designer_module: no restart, no scene loss.
  • AI Aether agent. File ▸ 🌌 Aether… opens a chat with an agent that can read your scene, suggest changes, and call any Designer tool (every menu action is exposed as an Aether tool).
  • Magic Polish. Single-shot AI pass that improves shading, lighting, and texture quality on the selected mesh.
  • Themes. Light / Dark / OLED / Glass / Frost palettes; Customize to author your own and save as a user theme.

Things to watch for

  • AnimState ≠ keyframe-per-attribute. Maya stores one curve per attribute. Elysium stores one named state with dx/dy/scale/opacity/ rotation per placement. Most workflows map cleanly, but if you need per-attribute curves the Graph Editor surfaces them visually.
  • Joints are 2D in v1. Elysium's canvas is 2D; joint chains live in screen space. 3D meshes (Mesh3D) still render with full PBR, but joint-to-mesh skinning uses the 2D joint positions projected onto the mesh's XY frame.
  • Deformers stack via MESH_LIBRARY. Each deformer registers a fresh mesh entry and re-points the placement at it. The original mesh is never modified: your .3ds / .gltf source files stay untouched.