Descriere
Examenul Autodesk Maya Certified User ajută la obținerea unei certificări care conduce la dezvoltarea profesională, creșterea productivității și credibilitate sporită pentru tine și angajatorul tău.
Beneficii cheie:
- Obții o acreditare recunoscută care dovedește nivelul tău de calificare;
- Poți folosi logoul Autodesk Certified User;
- Utilizezi certificatul Autodesk Certified;
- Numele tău este afișat în baza de date Autodesk Certified User.
Certificarea Autodesk se adresează persoanelor care au experiență în utilizarea programelor Autodesk și care au urmat un curs de instruire oficial Autodesk (recomandat, nu obligatoriu).
Etape recomandate pentru obținerea unei certificări Autodesk:
- Învățare – Obții cunoștințele necesare utilizării programului la un nivel profesional, prin studiu individual sau prin urmarea unui curs.
- Exersare – Capeți experiență și încredere prin utilizarea programului.
- Certificare – Demonstrează-ți cunoștințele prin promovarea examenului și obținerea certificării Autodesk.
Detalii examen
Loc: Examenul se desfășoară la sediul CADWARE Engineering, pe calculatoare puse la dispoziție de centrul nostru.
Data: Putem programa examenul, de comun acord, la o dată și oră convenabilă.
Durata: Examenul Certified User durează maxim 50 de minute și conține 30 de întrebări tip grilă și aplicații practice care trebuie rezolvate cu ajutorul programului.
Limba: Examenele se susțin în limba engleză.
Versiune: Versiunile de program pentru care este valabil acest examen sunt Autodesk Maya 2025, 2026 și 2027.
Cunoștințe necesare pentru susținerea examenului:
Scene Management
- Set up a project
- Use the Project Window
- May include defining a project and setting paths and folders.
- Create a new project
- Set the project
- Use the Project Window
- Set up the scene preferences
- Change the grid spacing
- Set the scene units
- Set the scene frame rate
- Manage scene objects
- Organize objects
- May include selecting, grouping, parenting, and duplicating.
- Navigate and rearrange hierarchies
- May include using the Outliner.
- Organize objects
- Modify pivots
- Identify the coordinate system used by the pivot
- Change the coordinate system used by an object or component
- Modify the pivot
- May include moving the pivot, rotating the pivot, applying discrete rotation to the pivot, snapping the pivot to a vertex, and centering the pivot on an object.
- Modify attributes on one or more objects
- Locate the value of an animated attribute
- Change multiple objects’ attributes
- Use the Input Line for precision transformation
- Change the viewport display
- Change viewport shading
- Change viewport lighting
- Determine the polygon count
Modeling
- Create a polygon primitive
- Toggle interactive creation
- Manipulate the parametric attributes
- Edit polygon surfaces
- Identify polygon components
- Add polygon components
- May include Edit Mesh tools such as Insert Edge Loop, Offset Edge, Bevel, Fill Hole, Append to Polygon, and Wedge.
- Manipulate polygon components
- May include moving and rotating.
- May include switching between various object and component modes.
- Use the Mesh Display menu
- May include hard and soft edges.
- Use image planes
- Create an image plane
- Adjust or modify an image plane
- Use the Modeling Toolkit
- Utilize Symmetry and Constraints
- May include transform and selection constraints.
- Illustrate uses of Soft Selection
- May include changing Soft Selection parameters.
- Perform object operations
- May include Combine, Separate, Smooth, and Boolean.
- Manipulate components
- May include extruding, beveling, bridging, and adding divisions.
- Utilize tools to modify geometry
- May include Quad Draw, Multi-Cut, Target Weld, and Connect.
- Utilize Symmetry and Constraints
Texture Coordinates
- Assign UVs to a mesh
- Apply basic UV mapping projections
- May include Automatic, Planar, Cylindrical, and Spherical.
- Change the attributes of UV projections
- Apply basic UV mapping projections
- Use the UV Editor
- Describe UV components
- May include defining a UV and identifying a UV shell.
- Transform a UV shell
- May include Cut, Move and Sew, Unfold, Relax, and Layout.
- Utilize UV manipulation aids
- May include assigning a checker map and displaying distortion.
- Describe UV components
Materials and Shading
- Work with a material
- Differentiate material types
- Differentiate shader types
- May include Lambert, Phong, Blinn, and Anisotropic.
- Create a material
- Assign a material to an object
- May include assigning materials to selected polygons.
- Modify material attributes
- Use Hypershade
- May include modifying materials using the graph.
- Apply textures to materials
- May include classifying texture types, such as 2D and 3D procedural textures and file textures, using color and normal textures, and identifying projection types when working with procedural or 3D textures.
- Change shader-specific attributes
- Use Hypershade
Rigging
- Utilize the Skeleton tools
- Create joints
- May include joint orientation.
- Edit joints
- May include Insert, Mirror, Remove, Connect, Disconnect, and Reroot.
- Implement Inverse Kinematics (IK) on joints
- May include solver types such as RP and SC.
- Create joints
- Use the Skin tools
- Bind a mesh to joints
- Paint skin weights
- Apply constraints
- Identify the constraints
- May include Parent, Aim, Point, and Orient.
- Apply a constraint
- May include the selection order for creation, weights, and other settings.
- View the hierarchy in the Hypergraph
- May include identifying object connections.
- Identify the constraints
Cameras
- Work with cameras
- Differentiate camera types
- May include Camera, Camera and Aim, and Camera and Aim and Up.
- May include identifying when to use each camera type and understanding the difference between perspective and orthographic cameras.
- Create a camera
- May include locking and unlocking a camera.
- May include looking through a selected camera.
- Use manipulators to adjust camera attributes directly in the viewport
- Use the Camera tools to adjust the camera view
- May include Roll, Yaw-Pitch, Zoom, Dolly, Track, Tumble, Fly, and Walk.
- Differentiate camera types
- Modify camera attribute names or values
- Define the functions of the near and far clipping planes
- Adjust the lens, focal length, or field of view
- Display Film Gate, Resolution Gate, and other view guides
- Demonstrate the use of Safe Title and Safe Action
- Display the Resolution Gate, Film Gate, or no gate
Animation
- Use the Time Slider and set Playback preferences
- Set keyframes using Auto Key and Set Key
- May include setting a keyframe, moving or manipulating a keyframe, and removing a keyframe.
- Change the Time Slider range
- Create a Playblast
- Set keyframes using Auto Key and Set Key
- Demonstrate how to animate an object along a path
- Create a curve
- Animate an object along the path
- Control the object’s orientation and banking along the path
- Manipulate an object along the path
- May include setting a motion path key, adjusting motion path attributes, and demonstrating how to use a Flow Path object.
- Edit animation tangents using the Graph Editor
- Differentiate tangent types
- May include Auto Tangents, Spline, Clamped, Linear, Flat, Stepped, and Plateau.
- Break and unify tangents
- Lock and unlock the length of a tangent
- Switch between spline and stepped tangents
- Differentiate tangent types
Lighting
- Work with lights
- Differentiate light types
- May include Ambient, Directional, Spot, Point, and Area.
- Create a light
- Adjust light type-specific attributes
- Change common light attributes
- May include color and intensity.
- Use manipulators to adjust light attributes directly in the viewport
- Link lights to specific objects
- May include creating and breaking light links.
- Differentiate light types
- Work with shadow types
- Differentiate shadow types
- May include Depth Map and Raytraced.
- Adjust shadow type-specific attributes
- May include shadow quality and color.
- Differentiate shadow types
Rendering
- Differentiate the built-in renderers
- May include Arnold, Software, Hardware 2.0, and Vector.
- Configure render settings
- Change common settings
- May include camera settings, resolution settings, and the frame range.
- Change renderer-specific settings
- May include adjusting basic Arnold settings, such as Sampling.
- Change common settings






