Free online assessment

Assess your Autodesk Maya skills for free

45-question technical assessment drawn from a 72-question bank to place a learner in Autodesk Maya and recommend the most useful training modules.

This assessment measures knowledge and produces a practical diagnostic. Modules are recommended after the test; they are not an offer of paid courses.

What is assessed

Questions about practical workplace skills

The test covers different areas of the software, including beginner, intermediate and advanced questions. The score and skill-area breakdown help reveal strengths and topics to revisit.

This is not an official certification and should not be the sole factor in an employment decision.

Who can use it

3D artists, animators and production teams

  • Employees and applicants.
  • HR professionals.
  • Employers, managers and team leads.
Assessment learning framework

Modules that may appear in your recommended plan

The topics below form the recommendation framework associated with this assessment. The system selects priorities using individual answers and proposes a plan to use independently with a provider of your choice. We do not deliver these courses through this website.

01
Topic M01

Interface, Outliner and transforms

Practical 3-hour module covering Outliner, Move Tool, Rotate Tool, and Scale Tool.

  • view and manage the hierarchy of scene objects
  • translate an object or component in space
  • rotate an object or component
  • change the size of an object or component
3 h
02
Topic M02

Polygon modeling

Practical 3-hour module covering Polygon mesh, Extrude, Insert Edge Loop, and Bevel.

  • model a surface from vertices, edges, and faces
  • extend faces or edges to build new shapes
  • add an edge loop to control topology and deformation
  • chamfer or round edges to create a geometric transition
3 h
03
Topic M03

NURBS, subdivision and topology

Practical 3-hour module covering NURBS, Subdivision surface, Retopology, and Quad Draw.

  • create smooth curved surfaces based on curves and control points
  • obtain a smooth surface controlled by a simpler cage
  • rebuild cleaner topology suited to animation
  • draw new quad topology over a reference surface
3 h
04
Topic M04

UVs, shading and materials

Practical 3-hour module covering UV Editor, Hypershade, Arnold Standard Surface, and Texture mapping.

  • unwrap and organize a model s texture coordinates
  • create and connect material and texture nodes
  • build a physically based material for Arnold rendering
  • map image or procedural textures to a surface through UVs or other methods
3 h
05
Topic M05

Rigging, skeletons and skinning

Practical 3-hour module covering Joint, IK Handle, Skin Bind, and Skin Weights.

  • build a hierarchical skeleton for character or mechanism animation
  • control a joint chain mainly by positioning its end
  • bind geometry to a skeleton so it deforms with the joints
  • control each joint s influence over skin vertices
3 h
06
Topic M06

Animation and Graph Editor

Practical 3-hour module covering Keyframe, Graph Editor, Dope Sheet, and Animation Layer.

  • record an attribute value at a given time
  • edit animation curves and tangents
  • adjust timing for groups of keyframes without editing precise values
  • layer animation changes non-destructively
3 h
07
Topic M07

Lights, cameras and Arnold rendering

Practical 3-hour module covering Camera, Arnold Light, Render Settings, and AOV.

  • define framing, focal length, and rendered point of view
  • light the scene with a source suited to Arnold
  • control resolution, renderer, sampling, and output
  • produce separate render passes for compositing
3 h
08
Topic M08

Dynamics, simulations and Bifrost

Practical 3-hour module covering nCloth, nParticles, Bifrost, and Cache.

  • simulate cloth and deformable surface behavior
  • simulate dynamic particle systems
  • build procedural effects and simulations in a node-based environment
  • store a computed simulation result for stable playback
3 h
09
Topic M09

Pipeline, references and automation

Practical 3-hour module covering File Reference, Namespace, Python/MEL, and Scene assembly.

  • load an external scene or asset while retaining a link to the source
  • avoid naming conflicts among objects from multiple references
  • automate operations and build production tools
  • manage asset representations or variants for large productions
3 h
Assessment output

Actionable insight, not a sales pitch

The report provides an overall score, category breakdown and recommended modules. Use it to inform development discussions, document progress or complement candidate assessment.

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45 questions and a suggested development plan. No course enrollment.

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