Software training across Canada

Autodesk Maya training adapted to the actual level

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

Autodesk Maya diagnostic: practical skills, workflows and training priorities.

Approach

Build the path around observed needs

The free assessment helps separate concepts already mastered from those that deserve training. The final path can then be adjusted to the organization’s tasks, context and objectives.

The diagnostic is not an official certification. It is used to guide training decisions.

Intended audience

3D artists, animators and production teams

  • Employees and professionals.
  • Managers and HR teams.
  • Training coordinators.
  • Groups to be organized by skill level.
Visible content

Autodesk Maya training modules

The modules below come from the catalogue used by the recommendation engine. Their order and depth are adapted after the assessment or engagement analysis.

01
Module 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
Module 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
Module 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
Module 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
Module 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
Module 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
Module 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
Module 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
Module 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
Canada

Availability for provinces and territories

JFL Media can receive requests from anywhere in Canada. Delivery terms, time zone, availability, location and pricing are confirmed for each engagement.

View service areas →

Before training

  1. Complete the assessment or describe the need precisely.
  2. Choose modules and confirm duration.
  3. Confirm delivery terms, availability and price.
Next step

Start by establishing the Autodesk Maya level.

The assessment is free and produces a detailed report that can be used to prepare a focused path.

Start the assessment