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. 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. …

    5 votes
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  2. Managing namespace tree directly in the Outliner

    The idea is to have the namespace hierarchy displayed and managed in the outliner.
    We could edit that namespace hierarchy simply using parenting/unparenting mechanism.
    DAG objects could be added to/removed from a namespace simply by parenting/unparenting them too.
    For DG nodes, maybe they could switch between namespaces using a simple drag n' drop over - let's call that node - a "namespace container node" just like it works with "Advanced Asset Containers".

    2 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  3. 1 vote
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    1 comment  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  4. RGB PP to instancer

    Maya needs a node (or maybe a different solution) to allows you to connect or transfer rgbPP data to particle instancer. You are able to change the attributes of your instances according to velocity, radius pp, position etc, but not "rgbPP." to have control of you instances according to your particles.

    3 votes
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    0 comments  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →
  5. History and camera slider, and reset input box

    Create a history slider above the viewport to drag left or right to go forward/backward in history. Same thing with camera angle slider. Instead of using the [ or ] keyboard shortcut. Also put a delete history button next to slider.

    Second, add a reset feature to the input boxes (right click on any input box and click Reset). For example, for ncloth stretch resistance is default at 20, if a user changed to something else, and forgot what the original setting was, simply RClick and choose Reset.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  6. 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.

    15 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  7. Don't autosave empty scenes

    With the autosave feature turned on, maya starts auto saving even empty scenes. It would be better if that feature waited until the user had created somerthing.

    Also, in Maya 2011 (could be fixed in newer versions) the "Limit autosaves" option does not work, it goes ahead and creates more than the set number of autosave files.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  8. FIX THE FREAKING VIEWPORT

    Image seqs are now hosed in Maya 2015. Particles slow viewport 2.0 down to a horrific crawl. Trying to cram all of these bells and whistles into this so called new viewport has actually made it SLOWER! This has actually cost my company work on time. Interactivity adds up. Please spend time optimizing Viewport so it actually works. It is the one thing artists use to interact with Maya! Please!!!! Ive used this product since V1 and Viewport is slower than its ever been. You need to hire someone to dig into this and fix it.

    3 votes
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  9. 3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  10. 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.

    35 votes
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    7 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  11. Make it so when you open from the source scene file in your project's folder. It will automatically set your project in Maya before opening.

    Make it so when you open from the source scene file in your project's folder. It will automatically set your project in Maya before opening.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  12. Let us get the 3ds Max like "Creation parameters" w radius feature allowing us to design accurate, real life based objects

    Needs the radius dimension as well, not only height and width. You also need to display the measurements next to every single values (digits). Like mm or cm etc. Also please display these dimension values along the edges of the objects WHILE you are creating the given object to help the user modelling real life sized objects.

    1 vote
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  13. 1 vote
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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…

    9 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  15. 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 →
  16. 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…

    2 votes
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  17. 1 vote
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  18. viewport- cluster

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

    1 vote
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  19. 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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  20. 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 →
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