Ideas for Maya forum

Welcome all Maya users!

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) and assign a specific category.

For ideas that you feel are specific to Maya LT or Indie Games, please log them here |
Ideas for Maya LT-

To see the Ideas that we added to Maya, select “Completed” in the “Status” drop-down below. Then click “Hot Ideas” to return to ideas with recent activity or many votes. 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) and assign a specific category.

Read blogs from our resident Maya experts for updates on when ideas are released in shipping version of Maya. https://area.autodesk.com/blogs/page/1/211.

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. Interactive Bevels in Maya

    Having interactive bevels on selection like this video shows it's possible with the addition of some Soup nodes, would be a major improvement to Maya modeling workflow. Being able to add and subtract bevels on selected edges on the fly , would make for a 10 stars addition to Maya's modeling toolset. Please consider this!
    https://vimeo.com/146695098

    12 votes
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    4 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  2. Camera Improvements, height, tilt, overlay info, frustrum, metadata, etc

    Was working on previz for a real world project and found maya cameras to be really unfriendly.

    I suggest the following improvements:

    1. Camera tilt - angle to horizon, no matter what the rotate x,y,z are.
    2. Camera height - set whatever ground plane and get realtime height.
    3. Change lens and have the "Camera Aperture" update to keep the same framing.
    4. Change "Camera Aperture" and update the lens to keep the same framing.
    5. Link/Unlink the "camera aperture" to lens.
    6. Rename "camera aperture" to sensor size?
    7. Have a customizable UI overlay for viewport which can be…

    4 votes
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    3 comments  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  3. A modern search system in Maya

    It's the year 2016 and we still have to use an ancient search in Maya.

    Say if we want to find lambert1 in the Hypershade.

    We can't just type lamb for Maya to automatically guess, rather we have to type in lamb* or the whole name.

    The technology exists because the autocomplete works really well in the node editor.

    This same search upgrade should be used with the outliner and other areas of Maya.

    10 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  4. Hobbyist pricing for Maya, and other products.

    If you're a student, you get Maya free for three years. After that, there is a considerable jump in price - thousands of dollars.

    I'd like to see low cost options for those who don't make any money with Maya, with increments for those who do, based on the amount of money they make with it. The game engine Unity3D works this way. It's free until you make $100k per year. Unreal charges 5% of your income, but only if you make a certain amount.

    A sliding scale for Maya would allow students to continue to use the product long…

    4 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  5. Convert face,edge,vertex selection to loop-selection patterns

    During complex hard surface modeling we need to be able to quickly make loop like selection patterns. Say you select one face, one gap,one face and then you need the software to continue the selection pattern for you in a loop. So whatever the selection you make first locally, Maya should be able to convert it in a loop pattern.
    I added an image to show what I mean. Also at 4.47 you can see in the link here how Modo handles that. This should be a major addition to the selection palette in Maya.
    https://www.youtube.com/watch?v=B4uzIE1Q6n4

    4 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  6. Tree Generator System

    A tree and plant generator built into Maya that resembles the OnyxTrees paradigm. The tool should allow users to create any type of tree that is polygon based that is automatically instanced within a scene.

    4 votes
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  7. Prevent Stepped Preview from affecting Set Driven Keys

    As an animator I was really excited when I first discovered the Stepped Preview function in Maya - it's basically one single button to toggle inbetweens on an animation, and it's non-destructive on already modified animation curves!

    I instantly bound it to a hotkey and decided to try it out in my animation workflow, hoping to replace the slightly involved process of setting default out tangents to stepped, converting all curves to stepped, and then back again when finished blocking.

    It was great! I would switch to stepped preview when I began blocking, then with the tap of a hotkey…

    5 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  8. Straighten UV Brush Tool for UV Editor

    Hi,

    There's a GIF picture attached to this post that illustrates this suggestion better than a hundred of words.

    Maya feedback program already has a bunch of requests for new UV Editing tools in Maya, with one of them being a Straighten UV functionality, as can be seen in this topics:

    http://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum/suggestions/5868505-straighten-uv-tool-like-the-one-in-roadkill

    http://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum/suggestions/7246950-better-uv-tools

    http://mayafeedback.autodesk.com/forums/160514-ideas-for-maya-forum/suggestions/6438509-straighten-wavy-edges-tool-in-uv-editor

    Straighten UV is a very handy and demanded feature that allows artists to improve their UVs for hard-surface objects, ultimately leading to less pixel aliasing on textures, easier texture painting and overall better texturing results. The task of straightening UVs can be found in another 3D…

    23 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  9. Batch render capability to Arnold

    Arnold being now the default renderer for Maya is close to useless without the ability to batch render. Please implement batch render with Arnold or include mental ray with Maya

    3 votes
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  10. Zbrush matchmaker deformer for maya

    would like to conform one object to another like zbrush's matchmaker brush!

    2 votes
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  11. Some improvements for a Cameras!

    1) Fast camera switching panel (watch screenshot).
    2) The name for a new camera is - Camera1, not Persp1
    3) Center point of camera orientation more better like this - https://www.youtube.com/watch?v=uuIMO3gDV-A

    3 votes
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    0 comments  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  12. 1 vote
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    0 comments  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →
  13. file texture editor and forward/backward slash bug

    The file texture editor's 'replace string' function is bugged. If the UI displays backslashes, replacing backslashes doesn't work, forward slashes must be used. This is confusing and counter-intuitive.

    Say I have the following file texture:
    \\oldserver\share\project\...\maya\sourcimages\pancake\pancake.tif

    if I try to 'replace string' "\\oldserver\share\" with "\\server\share\" it will not work.

    If I instead replace "//oldserver/share/" with "//server/share/" it WILL work.

    The UI should display the correct slashes, or have some system to convert or fix the problem. If I open the maya scene as a maya ascii, the slashes are forward slashes. This is on win-x64, Maya 2016 SP6.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  14. Interactive Retopology

    An interactive approach to retopologising the mesh as seen in this video https://www.youtube.com/watch?v=H8K5CyQB_kc

    55 votes
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    9 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  15. Trax to Time Editor

    As mentioned in the title, we would like to have a way to import all Trax data into the new Time Editor

    1 vote
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  16. Retain most recent file, under File > Recent Files >, if Maya crashes

    If a user opens a maya file, works in it and the program crashes... the user will not see that file in the File > Recent Files > sub-menu. The only way to ensure a file will show up in that menu is by opening the file and closing down Maya normally.

    In the event Maya crashes, it would be ideal for the recent file to visible in the Recent Files menu.

    I am using Maya 2014 as the example, please correct me if it's been addressed in a later version. :)

    2 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  17. Matcap texture in VP2 instead of lambert1

    Currently "default" texture in VP2 a modern viewport, is just lambert1, it would be nice to have matcap texture support.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  18. Feet AND Inches Units Setting

    There should be a feet and inches units. I know it would be harder to implement, and metric is much better, but because I work in metric I don't quickly calculate 6'1'' to 73" or 6.083' in my head. I would love a units mode that shows 6'1" when I use a measure tool, or if there's a remainder 6'1.3", or possibly settings that allow you to round or use fractions.

    3 votes
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  19. Bring over the bounding box selection/editing from Motionbuilders Fcurve editor

    The Fcurve editor in Motionbuilder has one advantage over Maya, Max and every other 3d app. When you select multiple keys on curves in Motionbuilders Fcurve editor, you are given you a bounding box around your key selection.

    This "bounding box" gives you the ability to quickly and or precisely manipulate keys. You can both enter numeric values into the boxes "corners" to adjust the curves with precision, or you can drag the box handles to make quick adjustments.

    This functionality is one of the key reasons I still persist on using Motionbuilder.

    Here is a link explaining what I…

    1 vote
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  20. Extending selection along nearby edge (drag along edge) without D- align

    An easy to implement feature to extend (!) a selection along a nearby edge would be great. Right now I have do D select (align) to an edge first and then grab the gizmo and move. That feels so disruptive and unnecessary. Why not just make a the edges closest to the selection light up like a gizmo handle and make instant extend drag possible. (a tiny popup over the curser saying "along") Should be very easy to implement and would simplify one of the most used extend methods while poly modeling

    3 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
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