Small Annoying Things to fix in Maya forum

Welcome all Maya users! We have merged the Maya and Maya LT forums to make it easier to track and vote on items that apply to both packages. Please help us identify things that bother you when you’re working in Maya that we can easily fix.

Suggest and vote for annoying little quirks or problems in Maya you want us to fix, and get others to vote for your ideas.

To see the Small Annoying Things that we fixed in 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. For ideas that you feel are specific to Maya LT, log them in the Maya LT specific Small Annoying Things forum.

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.

Put larger issues in the Ideas for Maya forum. We’ll move issues that are not small (even if they are annoying) to this forum — if so, you’ll get your votes back.

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  1. 20 votes
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    3 comments  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  2. 2016 Ext2 Bevel Using Offset (World Units) Doesn't work as expected

    When using bevel with "Offset as Fraction" turned off, Maya 2016 Ext2 gives wrong bevel widths. I have attached a comparison of Maya 2016 Ext2 and Maya 2015 (didn't check 2016). In the attached image, each cube is 100 units^3 and the same settings were used on each cube, one with fractional bevels of 0.5 and one with offset (world unit) bevels of 25. The actual bevel widths in Maya have never been perfect, but 24.997... is close enough to 25, but in Maya 2016 Ext2 the offset bevel is 35.351... which is obviously wrong. if we measure the bevels…

    18 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  3. Add custom shelf within the UV texture editor.

    Add a custom shelf within the UV texture editor window. The UV texture editor is almost always open on a second monitor and it would be nice to have the customizable shelf within that window of your most used tools when doing UV work, instead of bouncing back and forth between seperate monitors.

    Thanks,
    Nate

    9 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  4. New Channel box changes in 2016 Ext 2 are a step backwards.

    I really don't see the point of the new Channel Box with the channels acting as sliders, for one thing with multiple objects selected the slider only affecting the last selected object which makes it much less useful (presumably that's a bug), for another the state of the slider is barely visible and this functionality is already there for years by MM dragging in the view, which gives you much more 'elbow room' in any case (sliding directly in the channel box feels much less accurate, especially when working with a pen on a tablet/Cintiq.. That's such a burned-in muscle…

    10 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  5. UV editor needs a complete fix

    UV editor is being a problem since Maya 2012. There are a lots of issues regarding it, and here are some of them that urgently need fix:

    1- Here is a situation - You finish editing the UVs of the scene objects. Then you use the viewport smooth (1 or 3 on keyboard) to preview the final object. When you hit those keys, the UVs jump back to the previous position before you have finished editing it. There is no way to workaround it, only pinning the UVs, but as soon you modify the object and the UVs again, the…

    7 votes
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    2 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  6. Fix: Maya 2016.5 needs lots of undo commands to undo 1 action

    This was common in 2016 vanilla, and was fixed in SP versions, but the problem is back in Maya 2016.5
    When you undo an action, a lot of hypershade callbacks are listed as undo actions (should be automatic) and therefore you need to type Z at least 3 our 4 times to undo one step. Those callbacks function count as one undo to the system, so you need to keep twicking the undo limits to the infinity on the Preferences.

    4 votes
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    1 comment  ·  scripting & API  ·  Flag idea as inappropriate…  ·  Admin →
  7. "Fill Hole" and "Bridge" that automatically tries resolve quads in planar poly surfaces

    When you have a hole in a poly surface with multiple loops on both directions, instead of using the Fill Hole tool to create a single face and connect the loops with multi-cut, it could automatically make quad draws if possible. This could be also added in "bridge".

    34 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  8. Filtering in the Plug-in manager

    We all have a lot of plugins, and when I am looking for a specific plugin to load, it's always a pain to find it, in the long list.

    It would be great to have some filtering, so we could type the start of the plugin name, or a part of it, and it would just show the plugin which names are matching the filter I entered.

    Thanks!

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  9. Please add a Vertex Reorder tool.

    If there are two meshes with the same topology a tool that will allow me to match the vert order of one to the other.

    5 votes
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    under review  ·  1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  10. make character sets work with values over 360 in maya 2016

    create a cube- create a character set containing the cube.
    set a key on frame 0 with roty value 0, go to frame 10 and set another keyframe with value 500- step forward and back a frame and notice that maya has changed 500 to a random value between 0 and 360.

    1 vote
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    1 comment  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  11. align vertices control points or insert loops in 3d space with precision

    It would be very welcome and useful, to have a small panel showing xyz coordinates of a vertex or a control vertex or control point, that can hover inside the viewport, so that a user while modleing can input space coordinates directly. I would also like to see a 4th zero in maya postions.
    Maya doesnt offer the possibility unless I am unaware of to see the position of a vertex or control vertex in space.
    It cant neither cut a mesh with a closed edge loop on any axis in a straight line.

    Lets make an example...I make a…

    1 vote
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  12. make it easier to quit out of multi-cut tool

    The multi-cut tool is overly difficult to quit out of. For instance, tweaking with the ` key or choosing a different component mode (edge, vert etc) should quit out of the tool, or maybe in the case of tweaking, should bring about a stickey-key behaviour where the tool is active when the shortcut is pressed.

    1 vote
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  13. Remove word 'Search...' from the Outliner in future release

    Can we remove the word 'Search...' from the Outliner in a future release once everyone knows what its for. The word 'Search...' is distracting and cluttering.

    2 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  14. Import only selected objects from another scene

    When I import a scene there are some options, but what I'd really like is an outliner to pick and choose what items I want to import from the given scene. 3dsMax does this really well and even offers to parent the selected object the same as an option.

    20 votes
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    0 comments  ·  file import/export  ·  Flag idea as inappropriate…  ·  Admin →
  15. Create new object at same xyz as selected object

    If you have something selected, and you create a new object like a locator, nave option to put it at same coords as the selected object.

    Wonder if that can already be done?
    Thanks

    3 votes
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    0 comments  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  16. Fix memory leak in RenderView "Keep/Remove Image" function

    When you store images in the renderview (keep image function) and remove them later (remove image), the occupied memory is not getting released.
    This is especially a bad thing, if you render high resolutions for print (or nowerdays 4k-Animation), even more if you basically need just a small region to judge at full resolution.

    Watching this issue for at least 8 years now.

    Actually this is not a small anoying thing but more a serious bug...

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  17. Light link to Material

    Would it be possible to, or is it possible to link a light to a material instead of an object.

    So instead of having to separate the object into multiple pieces, you could assign different materials that have a light link. I am working on a job where this would be especially useful.

    3 votes
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  18. Ability to remove selected particle from nCache

    I saw this entry is marked as a big change rather than small change.

    http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum/suggestions/3004361-delete-single-particles-easily

    But removing given particle form nCache might be easier?

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. ShaderFX shader for particle instancer object

    Please make it possible to display particle instanced object with shaderFX shader.

    1 vote
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    0 comments  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →
  20. Duplicate Reference (with all changes done to original reference)

    When you create reference, move/rotate/scale it (or whatever you do to it) and then duplicate it , its more like you just did another "create reference" its all reseted and not actually duplicated (this applies to any reference edit you make).

    1 vote
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    0 comments  ·  file import/export  ·  Flag idea as inappropriate…  ·  Admin →
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