Ideas for Maya forum

Suggest and vote for ideas to improve Maya. Describe both the steps to show the issue, and how you would prefer it. Enter each idea separately (we’ll remove items with multiple ideas).

To see the Ideas that we added to Maya 2014, select “Completed” in the “Status” drop-down below. Then click “Hot Ideas” to return to ideas with recent activity or many votes. Read Cory’s blog for more details.

For an issue that you think is easier to fix but still annoys you a lot, use the Small Annoying Things to fix in Maya forum. Issues in the Small Annoying Things forum are more likely to be fixed sooner, so don’t waste your votes on small things in this forum.

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  1. LayeredTexture node ovehaul (example)

    Key features/changes:
    1. Layer stack one on top of the other (bottom --> top direction).
    2. Blend Modes like in Photoshop!
    3. Drag and drop layers to change order.
    4. Separate Alpha (mask) and Opacity channels.
    5. Ability to paint Alpha(mask) and Opacity using 3D Paint Tool directly on object in viewport.

    6. Not exactly a feature but also important. More attention and care for design. Please just don't make a mess out of it like 10 year old kid did the job. Please.

    I did quick layout in Photoshop for possible look.

    14 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  2. Mudbox + Maya => MayaBox

    Mudbox should be combined into Maya as Maya Scultor. Blender has it built-in. Without mixing them up, Mudbox will loose its ground to Zbrush. Currently, I believ a fraction of studio and individual are using Mudbox. Mudbox is a great tools but once you can combine it and make it like OpenSubdiv for maya where you can sculpt but the geometry remain the same that would be fantastic. JoeAlter Lipservice is the case in point but it is quite tedious.

    33 votes
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    7 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  3. XGEN - PTEX per frame

    Please can we have the ability to apply an new PTEX file per frame?
    This would require some string manipulation in the XGEN expression editor - which is not available at the moment.

    1 vote
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    0 comments  ·  file import/export  ·  Flag idea as inappropriate…  ·  Admin →
  4. Screen Reference Coordinate System

    Since the plan is to make Maya more modeling friendly, please bring the Screen Reference Coordinate System from 3ds Max to Maya. If you guys have a look at the top modelers (Max users) from the industry, all will tell you that this is one of the most important features of Max modeling tools, as it speeds the workflow A LOT by modeling correctly from perspective view.

    Screen Reference Coordinate System

    Uses the active viewport screen as the coordinate system.
    X is horizontal, running in a positive direction toward the right.
    Y is vertical, running in a positive direction upward. …

    3 votes
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  5. 1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  6. Add polygon modelling tools similar to polyboost tools

    Tools that allow you too modify edge flow like the flow connect tool, build end tool, ended loops tool,flow adjust, paint connect, space loop, relax loop. and selection tools like outline selection, fill too dot loop, pattern.
    I am specifically selecting these particular tools because most of the other tools have a sister version in Maya but maya does lack sufficient or extra tools. Another idea would be to have a push modifier similar to XSI. I also feel that when you set the axis to Local maya tends to either twist the orientation when modelling or maintain the axis…

    6 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  7. viewport- cluster

    viewport 2.0; cluster origin changes do not update in vieport 2.0

    1 vote
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  8. Using weightmaps for more than just rigging - Texturing and fluids as well.

    I would like weightmaps to have texturing functions and not just rigging functions. I would like to use weightmaps in hypershade for texture blends as well as controlling fluid emissions.

    6 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  9. Better Anti aliasing in Mental Ray for Hair and Fur

    There still seems to be a problem with Anti-Aliasing when it comes to rendering Xgen hair and Legacy N Hair with mental ray. I've crancked up the Unified sampling and still get fuzz in the hair strands while all the other geometry in the render looks great.

    3 votes
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  10. Provide OGL/Viewport 2.0 equivalent to DX11 uber shader

    Since many people work on non-Windows platforms, or want to do game development targeting non-Windows platforms, it would be nice to have an uber shader for OGL. Or alternately, have one uber shader which can be targeted to either DX or OGL. So far as I know, OGL can be made equivalent to DX11 with the right extensions, but if there are exceptions, that's OK too. I'm hoping down the road that we will be able to move shaders directly into Unity and/or Unreal via FBX. OGL is probably the common denominator (or is it Cg?)

    2 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. Better manipulate components

    A better way to select and move points edges and polygons, mainly points. just click and drag at the same time, something like "M" tool in XSI

    6 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  12. Make sticky keys possible - makes naviagtion and manipulation faster/easier

    I'd love to have an option just like in Houdini or Softimage where for example you are in the rotate tool then press and hold spacebar to temporary toggle into selection mode, select desired object/component and release spacebar to get back to rotate tool.
    This is especially useful with rotate tool because there you can click between the handles and still be rotating the object..If you have a lot animation controls on little space you now have to select desired control, rotate, press q, select other control, press e, rotate...and so on.

    With sticky keys this would be much more…

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  13. 31 votes
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    4 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  14. Option to swap Command and CTRL key in Maya 2015 und Mac OS X

    In Maya 2015 hotkeys that work with CTRL key under Windows are mapped to Command key under Mac OS X. If you work under Windows and Mac you constantly have to switch between the keys.

    There should be at least the option to switch to the Windows hotkey mapping under Mac OS X.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  15. screencast keys

    Screencast keys - already in use in Blender. They give a display of the current keys being pressed which is great for tutorials.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  16. circle edge loop

    Circle edge loop tool. In Blender you can select an edge loop and convert it to a perfect circle. This makes joining objects like cylinders to cubes much simpler.

    1 vote
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  17. 1 vote
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  18. object/material ID passes

    It would be great to have an actual ID pass out of maya. Max has it, cinema has it, why not Maya

    13 votes
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    1 comment  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  19. Volume control for sound files

    Animating a lot of dialogue shots for character animations and I hate having to go to the notification tray and turn down the Maya volume through the OS.

    This should be an option for every sound file through either the attribute of the sound file in the Attribute Editor, just like offset and so forth and through the trax editor.

    6 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  20. Add "Auto Connection" for bridge tool just like the one in modo's bridge tool

    The descriptions in modo help
    Auto Connection: When 'Auto Connection' is enabled, the Bridge action will automatically add 'Segments' and connect them to adjoining boundary edges when Bridging opposing edges within the same surface all while attempting to retain the surrounding curvature. The sample below shows the edge selection prior to activating the tool, and then the tool activated on the selection bridging between the two clusters and finally the 'Auto Connection' option enabled, where additional spans are automatically added and connected to the border edges.

    3 votes
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
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