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. 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 →
  2. 1 vote
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    0 comments  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →
  3. Abbility to auto expand/ auto slide tabs and Ui elements | will speed up the workflow and free up the UI from unnecessary open panels

    when hover on tabs or even UI elements like time slider or range slider there should be an option to auto expand/slide and then auto close/collapse when hover off.

    this will reduce the number of mouse clicks and free up the UI

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  4. Channel decimal precision

    Would be really usefull to have the ability to change the precision of a middle click drag in the channel box and in other attribute using numbers. Right now it's either middle click or shift middle click to change the value but it isnt precise enough in certain conditions.

    I dont know if something like Houdini would be possible that would be the best.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  5. An Icon/logo with more personality (Mudbox "M" like)

    Current "M" icon lacks personality. Its frustrating that Mudbox which has been discontinued has a a great "M" design.

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. Box sliders instead of Horizontal bars sliders | they make panels too wide

    while they are a nice visual elements in such complex interfaces like Maya they are redundant and take too much real estate in an UI which is already crowded.

    Simple box value with sliders like Max will basically cut by half the width of the panels and will allow several panels side with plenty of viewport space.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  7. Query keypress in Mel/Python

    The ability to query the current pressed keys beyond what the getModifiers command does would help a lot in creating more interactive tools with mel.
    Example:
    Create a polygon reduction tool that merges Target Weld, Delete Edge Loop and Collapse Edge Ring in one single tool. The switch would be done with modifier keys that can be queried when the click command is activated.

    3 votes
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    0 comments  ·  scripting & API  ·  Flag idea as inappropriate…  ·  Admin →
  8. Improve scriptCtx MEL command with more mouse button clicks or modifiers keys

    Improve scriptCtx or add a new mel command that allows usage of all mouse buttons and modifier keys to run multiple commands from the same tool.
    Example:
    Create a polygon reduction tool that merges Target Weld, Delete Edge Loop and Collapse Edge Ring in one single tool. The switch would be done with modifier keys that can be queried when the click command is activated.
    At the moment the tool is based on the selection context and I've tried using getModifier to run more commands in the same tool but I'm practically limited to SHIFT and CTRL+SHIFT since CTRL+Click will…

    3 votes
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    0 comments  ·  scripting & API  ·  Flag idea as inappropriate…  ·  Admin →
  9. * Unknown nodes have been removed... Replace instead of Remove when Opening a Scene

    Can we have an option to replace Unknown nodes with a locator or group instead of deleting them when we open a scene with unknown nodes... Currently if content is nestled under an Unknown node it will remove everything. Replacing it with a group or locator instead could potentially save all of the "known" data beneath it.

    Is there a way around this?

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Let ShaderFx read and write the frame buffer

    This way we can not only design foward surface shaders, but also screen space effects and deferred shading. This is standard today and would be awesome to have this kind of freedom in shaderfx. This (with cascade shadow maps) could easily be used for some next level pre-viz.

    3 votes
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    0 comments  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  11. a destruction tool like rayfire or pulldownit

    It would be so useful for everyone who's working in the vfx branche, no longer switching between houdini and maya

    1 vote
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    0 comments  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →
  12. Free up the Nodes !

    Why doesn't Maya free up various features that are tied to specific modules ( n cloth, xgen, Mash ) and have them as free-floating tools that can be plugged into other workflows that they weren't traditionally designed for?

    I was watching the wonderful tutorial series by Drayl Obert [https://www.youtube.com/watch?v=isZkn-XlYh4] and this video reminded me of one of my pet peeves with Maya.

    Over the years many plugins have been bought and bolted onto the Maya platform and often these plugins have a workflow that isn’t consistent with the rest of the app. The really cool MASH plugin adds…

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. Implement Max's Graphite Modeling Tool in Maya please!

    Maya is still way behind in modeling . With all the effort put lately in it, Maya is still an inferior tool for professional modeling in comparison with Max. Please implement all Max's Graphite Modeling Toolkit in Maya ! Also give us a better and more procedural modeling history like max's modifiers. If you want to make Maya an animation and FX software ONLY, say it ! If not i suggest you guys keep up, 'cause we suffer of lack of proper modern modeling tools in this software.

    1 vote
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  14. better "quick select set" manage in Outliner.

    When some faces (or vertex and edge) are set to "Quick Select Set," I want this "Quick Select Set" appear under the Shape node, making it easier to manage and more reasonable. When you delete a model, it's "Quick Select Set" is also automatically deleted.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  15. Add shelves to maya modules

    It will be nice if a "shelves" folder created in a maya module can be automatically added to the MAYA_SHELF_PATH, or at least have the ability to set the variable within a ".mod" file instead of using env var.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  16. Perspective Match/Camera Match tool like Max

    Please add a Perspective Match tool like 3ds Max.

    Currently we are left to 'eyeball' the matching of backplates.

    7 votes
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    0 comments  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  17. Content Browser needs following context menus

    - Open Asset (which will open the file containting the asset)
    - Open Asset in new instance of Maya (so that we can work on the asset, save it and then reload the reference in the main scene)
    - Show Asset in OS explorer

    Also, when importing the asset to the scene with the CB, it should be selected so that we can drag and drop into the scene rather than trying to find it once imported.

    5 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  18. Shape Editor should have a "New target from current values" (duplicate and merge)

    It would be helpful if the blendshape node had a new option "New Target from current" which evaluated the current total output for the blendshape and made a new target with those values.

    Why?

    When creating face morphs it is useful to create a set of base shapes and apply them in various amounts for the mouth shapes. In order to "bake" these shapes a set of duplicate and merge operations must be made with the dumber of duplicates matching the number of targets you use. This take a long time.

    1 vote
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    under review  ·  2 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  19. XGen feathers and scales

    I'm happy now with the new XGen interactive grooming but here's an idea to improve upon. How about focusing on creating feathers and scales within XGen.

    2 votes
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  20. Skip existing frames

    All type of render should have the “Skip existing frames” option as the Maya default render have.

    1 vote
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
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