Autodesk Certified User: Maya

The Autodesk Certified User (ACU) Maya exam demonstrates competency in 3D modeling and animation. The exam covers the basic use of the Maya software aswell as basic computer modeling and animation practices. An individual earning this certification has approximately 150 hours of instruction and hands-on experience with the product, has proven competency at an industry entry-level, and is ready to enter into the job market.

Objective Domain

1.1 Set up a project
1.1.a Use the Project Window
i. May include defining a project and setting paths and folders.
1.1.b Create a new project
1.1.c Set the project
1.2 Setup the scene preferences
1.2.a Change the grid spacing
1.2.b Set the scene units
1.2.c Set the scene frame rate
1.3 Manage scene objects
1.3.a Organize objects
i. May include selecting, grouping, parenting, and duplicating.
1.3.b Navigate and rearrange hierarchies
i. May include the Outliner.
1.4 Modify Pivots
1.4.a Identify the coordinate system used by the pivot
1.4.b Change the coordinate system used by an object or
component
1.4.c Modifying the pivot
i. May include moving the pivot, rotating the pivot, using discreet rotate on a pivot,
snapping the pivot to a vertex, and centering the pivot on an object.
1.5 Modify attributes on one or more objects
1.5.a Locate the value of an animated attribute
1.5.b Change multiple object’s attributes
1.5.c Use the Input Line for precision transformation
1.6 Change viewport display
1.6.a Change viewport shading
1.6.b Change viewport lighting
1.6.c Determine poly count

2.1 Create a polygon primitive
2.1.a Toggle interactive creation
2.1.b Manipulate the parametric attributes.
2.2 Edit polygon surfaces
2.2.a Identify polygon components
2.2.b Add polygon components
i. May include Edit Mesh tools such as Insert Edge Loop, Offset Edge, Bevel, Fill Hole,
Append to Polygon, and Wedge.
2.2.c Manipulate polygon components
i. May include moving and rotating.
ii. May include switching between various object and component modes.
2.3 Use image planes
2.3.a Create an image plane
2.3.b Adjust/modify an image plane
2.4 Modeling tool kit
2.4.a Utilize Symmetry and Constraints
i. May include transform and selection constraints.
2.4.b Illustrate uses of Soft Selection
i. May include changing Soft Selection parameters.
2.4.c Perform object operations
i. May include Combine, Separate, Smooth, and Boolean.
2.4.d Manipulate components
i. May include extruding, beveling, bridging, and adding divisions.
2.4.e Utilize tools to modify geometry
i. May include Quad Draw, Multi-Cut, Target Weld, and Connect

3.1 Assign UVs to a mesh
3.1.a Apply basic UV mapping projections
i. May include Automatic, Planar, Cylindrical, and Spherical.
3.1.b Change attributes of UV projections
3.2 Use the UV Editor
3.2.a Describe UV components
i. May include defining a UV and identifying a UV shell.
3.2.b Transform a UV shell
i. May include Cut, Move and Sew, Unfold, Relax, and Layout.
3.2.c Utilize UV manipulation aids
i. May include assigning a checker map and showing distortion

1.1 Set up a project
1.1.a Use the Project Window
i. May include defining a project and setting paths and folders.
1.1.b Create a new project
1.1.c Set the project
1.2 Setup the scene preferences
1.2.a Change the grid spacing
1.2.b Set the scene units
1.2.c Set the scene frame rate
1.3 Manage scene objects
1.3.a Organize objects
i. May include selecting, grouping, parenting, and duplicating.
1.3.b Navigate and rearrange hierarchies
i. May include the Outliner.
1.4 Modify Pivots
1.4.a Identify the coordinate system used by the pivot
1.4.b Change the coordinate system used by an object or
component
1.4.c Modifying the pivot
i. May include moving the pivot, rotating the pivot, using discreet rotate on a pivot,
snapping the pivot to a vertex, and centering the pivot on an object.
1.5 Modify attributes on one or more objects
1.5.a Locate the value of an animated attribute
1.5.b Change multiple object’s attributes
1.5.c Use the Input Line for precision transformation
1.6 Change viewport display
1.6.a Change viewport shading
1.6.b Change viewport lighting
1.6.c Determine poly count

5.1 Utilize the Skeleton tools
5.1.a Create joints
i. May include joint orientation.
5.1.b Edit joints
i. May include Insert, Mirror, Remove, Connect, Disconnect, and Reroot.
5.1.c Implement Inverse Kinematics (IK) on joints
i. May include solver types (RP/SC).
5.2 Use the Skin tools
5.2.a Bind a mesh to joints
5.2.b Paint skin weights
5.3 Apply constraints
5.3.a Identify the constraints
i. May include Parent, Aim, Point, and Orient.
5.3.b Apply a constraint
i. May include selection order for creation, weights, etc.
5.3.c View hierarchy in the Hypergraph
i. May include identifying object connections.

6.1 Work with cameras
6.1.a Differentiate camera types
i. May include Camera, Camera and Aim, and Camera and Aim and Up.
ii. May include identifying when to use each camera type and knowing the difference
between perspective versus orthographic cameras.
6.1.b Create a camera
i. May include locking and unlocking a camera.
ii. May include looking through a selected camera.
6.1.c Use the manipulators to adjust camera attributes directly in the
viewport
6.1.d Use the Camera tools to adjust the camera view
i. May include Roll, Yaw-Pitch, Zoom, Dolly, Track, Tumble, Fly and Walk
6.2 Modify camera attribute names or values
6.2.a Define the functions of near and far clip planes
6.2.b Adjust lens/focal length/field of view
6.3 Display Film Gate, Resolution Gate, and other view guides
6.3.a Demonstrate the use of Safe Title and Safe Action
6.3.b Show Resolution gate, film gate, and no gate

7.1 Use the Time Slider and set Playback preferences
7.1.a Set keyframes using Auto Key and Set Key
i. May include setting a keyframe, moving/manipulating a keyframe, and removing a
keyframe

8.1 Use the Time Slider and set Playback preferences
8.1.a Differentiate light types
i. May include Ambient, Directional, Spot, Point, and Area.
8.1.b Create a light
8.1.c Adjust light type-specific attributes
8.1.d Change common light attributes
i. May include color and intensity.
8.1.e Use the manipulators to adjust light attributes directly in the
viewport
8.1.f Link lights to specific objects
i. May include making and breaking light links.
8.2 Work with Shadow types
8.2.a Differentiate shadow types
i. May include Depth Map and Raytraced.
8.2.b Adjust type-specific shadow attributes
i. May include shadow quality and color.

9.1 Differentiate the built-in renderers
i. May include Arnold, Software, Hardware 2.0, and Vector
9.2 Configure render settings
9.2.a Change common settings
i. May include camera and resolution settings, Frame range
9.2.b Change renderer specific settings
i. May include adjusting basic Arnold settings (Sampling).

What is included in the course fees?

This Course Fee excludes your exam voucher. Unfortunately, the Certiport Assessment Centres do not allow tuition providers to pay for learners and request that a learner does so themselves. Due to the fluctuation of the exam costs (Rand-US Dollar exchange), we are unable to indicate accurate exam costs, so you will need to contact your closest Certiport Centre to determine this exam cost.  You can locate one closest to you here: www.certiport.com/Locator#.

Please, be aware that  all course materials are only offered online. In other words, you will not be receiving any hard copies of the textbook, and you will need to access all the required content through your online classroom, where you’ll be able to find the following course content:

  • A digital textbook (PDF) focused on all the content you’ll need to pass the exam successfully
  • Videos and Learning material to ensure you are coveredto understand practical concepts
  • Learning objectives and skills covered in each lesson
  • A glossary of key terms for each lesson
  • summary of what you will learn, as well as the important points on which to focus
  • Practice files OR quizzes to accompany the step-by-step exercises in your textbook
  • PDF summary of everything you’ve covered in the textbook
  • study guide and exercise files to help you with your exam prep
  • A set of mock exams to be covered before undertaking global exams.

Exam Dates

You can start studying whenever you want – there are no specific course starting dates.

All of our assessments are computer-based and, therefore, done online. You are required to book an exam appointment via our Campus Assessment Centre at least 2 weeks prior to your exam date to prepare for your assessme

Accreditation

Status: Accredited course

Type & reward: Autodesk Maya Certificate

Provided by: Autodesk MayaMinimum credits: N/A

G-CITI Campus is a registered provider of Autodesk Maya  training programmes. Autodesk Maya is an industry leader in technological development and sets the de facto standard worldwide. They offer internationally recognised information technology certifications which provide valuable knowledge needed to begin or expand a career in information technology and development. They continuously update and develop their study programmes to keep up with technological advances, and they ensure that the exams are relevant to the IT industry.