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.

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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. Unify Animation Layers, Trax Editor, and Importing/Exporting Animation.

    The Trax Editor is limiting because of the need to create character sets, and the need to switch modes between editing clips and editing keys. Animation layers are great because they work on anything, but are limited because they only affect values and can't affect timing. There's also no universal and reliable way to import and export animation.
    Animation layers should be editable in a more non-linear way, and their timing should driven by an animation curve that can be edited. Retimed keys should be interactively re-adjusted in the graph editor. Any sort of non-linear editing should still leave keyframes…

    146 votes
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    under review  ·  2 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  2. Need a system where animators can put down place markers to indicate events.

    All animation editors (Timeline, Graph Editor, Trax etc...) need a system allowing animators to place markers to indicate events in time, like you have in Adobe Premiere for instance. You place a marker and include a description, you can also quickly jump between markers etc.

    81 votes
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    under review  ·  3 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  3. Make it easier to save/load information (skin weights, anim curves, etc)

    Ten years on we have the same save skin weights tool that makes IFF files.

    The first thing every company has to do is write a weights saver and remapper.

    The next is an animation curve saver, and they rarely work with layers.

    There are other examples, the main point is that we would like to be able to save/load data, this was understood back a decade ago when the original animation and skin weight saving systems were written, it's time for an update. :)

    57 votes
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    4 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
    Anonymous responded

    regarding curves, have you tried the ATOM format in Maya 2013?

  4. paint weights on wrap deformer

    Paint weights should work with the wrap deformer.

    36 votes
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    2 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks to everyone who’s voted on this issue. It is being moved to the Ideas for Maya forum, because although it’s annoying you, it’s not a small thing to address.
    Enjoy spending your Small Annoying Things to fix votes on other ideas!

  5. Change how Maya handles component IDs

    When altering components on a mesh for example - deleting faces, Maya renumbers the existing faces so their IDs remain continuous. I would like to see those IDs that are deleted remain deleted like particles, allowing the user to group and save a component list during the delete faces command.

    28 votes
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    3 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
    Anonymous responded

    this is a mesh data optimization (just so you know why it happens) – why you don’t want it to happen is understood

  6. Improve motion trail performace (speed)

    Like this tool but it is too slow to use in production

    24 votes
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    3 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  7. Overhaul the motion path animation feature

    Motion path curves should display their normals for editing, the workaround with curves on surface is to time consuming. curve path flow should be more reliable in some situations you get twisting problems even with the curve on surface -> up vector = curve normal workaround.

    22 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  8. 19 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  9. blender-like FK animation

    Yet another idea coming form Blender.
    The chance to position FK bones in IK mode. I mean,
    to position an FK arm for instance, you have to move the shouder control, forearm control and wrist control. this takes time.
    It would be great to activate an IK mode for FK controls, that allows you to position the arm in IK. But when you finish to pose and play the timeline, the arm is still FK.
    It is only for FK controls position purposes and has nothing to do with IK-FK blending.
    Thanks
    Dino

    19 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  10. 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…

    17 votes
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    1 comment  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  11. Need a Multi-directional constrain with soft constrain effect (optional)

    Need a Multi-directional constrain with soft constrain effect (optional)

    16 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  12. FaceRobot plug-in way too slow

    When you export the FaceRobot linked-shapes rig from SoftImage into Maya, the Maya implementation is way too slow to be used by animators. It creates a lot of those faceRobotShapeDriver nodes, but from what we can tell a lot of them are redundant, doing pretty much the same math per controller. If we could come up with a more efficient implementation that would be fantastic.

    15 votes
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    1 comment  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  13. A.R.T. for Unreal Engine with MayaLT

    A.R.T. is a animation and rigging toolset for Unreal Engine and Maya.
    I hope the engineers can enable ART exluslivly for MayaLT as I think that would be a huge timesaver for animators and gamedevelopers, so they dont have to send the files manually, everytime they have changed a animation in MayaLT.

    A.R.T. is also very easy to use, so a gamedeveloper which have no experience with animation, A.R.T. could be very handy, if the developer dont have a animator on the team.

    As A.R.T. is meant for use in gamedeveloping, I dont see why it shoulndt be enabled for…

    12 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  14. Maya media player / Playblast Veiwer

    Being an animator, it has always been a daunting task to view playblast. It doesn't matter which studio I am at, or which player I am using... QuickTime, VLC, Windows MediaClassic... there is always something that is missing or flawed. QuickTime is great, but it's laggy and slow and buggy sometimes. FrameCycler has been one of the best so far. But now that Adobe owns the company, it's not available anywhere.

    I think it's time for a true playblast viewer for Maya. This "Maya Media Player" is light and simple. It combines the best of all worlds from players mentioned…

    11 votes
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    under review  ·  2 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  15. Add 'paintable weights' to ALL deformers

    Only a few deformers have paintable weights (Jiggle, BlendShape, Wire).. it would be nice if all of them have the same options. Starting with all the nonlinear deformers.

    10 votes
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    2 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  16. Crowd FX in Maya

    Since Softimage is being discontinued it would be great to have a tool like CrowdFX in Maya. I am a Maya and Max user but I do use ICE and CrowdFX in Softimage as their is just nothing like it in any other Autodesk software. Populate recently came out in 3Dsmax but it has very little features and control. So having crowdFX inside of Maya would be a very welcomed addition.

    9 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  17. Soft-select keyframes.

    soft-select keyframe(s) will transform keys on same curve(s)

    9 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  18. graph editor- Spline selection buttons

    it would be great to have drop down menu and 3 axis buttons in the graph editor that selected only and all splines based on x, y, and z axis of translation or rotation... for example... when you open the graph editor you get all splines on a control... in the case of animating a hand you have over 15 controls with 3 splines for rotate and a few for translate and also all splines on that node like FK/IK swap and blend parents, and a lot of splines that you would never really want selected at the same time...…

    9 votes
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    2 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  19. Improve motion trail workflow

    There should be a transparent way of switching between an editable motion trail and a motion path over a 3d bezier curve (and even a nurbs curve), back and forth.
    It should be possible therefore to output a bezier curve from a motion trail.
    It would also be great if there was an simple way to convert between an anim curve and 3d curve, also in both senses.

    9 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  20. Improve ghost tool

    Update the ghosting tool to make it faster and more user friendly. Currently it's not really usable especially when ghosting character's geometry. Ghosting bones or controllers works better but it's not that useful when animating. To me having realtime ghosting isn't a priority, but the ability to see the previous and following character positions as "ghosts" would be really great.
    I'd imagine a tool where you'd first select a controller ( or a set of controllers ) that would give information on which frames have to be ghosted. Then select the geometry ( or geometries ) to be ghosted.
    Finally,…

    9 votes
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    under review  ·  0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
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