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 against the “Unique to Maya LT” 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.

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. Selection Tool Black Screen

    How do I fix the problem with the Selection Tool, when trying to select components the screen turns black? Please help

    6 votes
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    4 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  2. Need a way to change Attribute Editor floating point precision

    Maya's Attribute Editor UI always rounds to 3 decimals. You can change the ChannelBox precision, but there is no way to modify the AE precision.

    This is incredibly frustrating as we commonly have rendering/solver parameters as small as 0.0005, and in the UI it just looks like 0.0. So looking at the node, we have no idea if it's actually 0, or if it's just a small value.

    It's a pain in the butt to have to use MEL/Python commands to query the value to get up to 6 decimals. And you have to use the C++/Python-bindings if you want…

    8 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  3. Add Primary Visibility to ImagePlanes

    Instead of having to hack in a plane or turn the whole thing off, it would be better to have a Primary Visibility flag on ImagePlanes.

    5 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. Kill the TURTLE

    The TURTLE plugin is driving us crazy here at WETA Workshop. We want to turn it off but deselecting Auto Load doesn't work! It just keeps coming back, re-creating the Turtle shelf and populating our scenes with Turtle nodes that we have to unlock and delete all the time.

    Please fix this VERY ANNOYING THING. We don't want Turtle, it's shelf, or it's nodes in our scenes!!!

    48 votes
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    8 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  5. Game Exporter takes / options tied to an object

    Often in game dev your Maya scene might have more than 1 objects that you want to export. Sometimes you have 100. Manually renaming the FBX export file in the Game Exporter can become very tedious.

    If you have already exported this asset once and your iterating it, and your overwriting your file in your Unity project, manually typing the name and having it match up to successfully replace leaves a large margin for error.

    At minimum we need a file browser dialogue on that to circumvent this. Bit ideally something cleverer that uses the mesh node name for the…

    5 votes
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    1 comment  ·  file import/export  ·  Flag idea as inappropriate…  ·  Admin →
  6. Snap using two axis constraints (like in Max) rather than just one at a time.

    Make it so you can for example - align a vert to another in two axis by holding the little square on the move tool that corresponds to the two axis you want to move the vert in, then move to the vert you want to align to holding the 'v' key. This works when moving in one axis at a time, so why not two? It's something I need a lot when building things like game environment collision mesh where edges need to be square for our context moves to work in game.

    10 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. Visor thumbnail can show more detail.

    Visor use .swatch file as a thumbnail (maybe Maya too?), that .swatch file show terrible image in Visor and larger file size.

    i think Maya should be use .PNG file as thumbnail, not .swatch file.

    at least, show more detail in Visor, exactly same the rendered image best.

    4 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  8. Fix the F8 Hotkey

    The hotkey F8 (Toggle Select Mode between "Object" and "Component") isn't working for me.
    Almost always I have to hit it twice to get to the mode I want to (usually back to "Object" mode) and the "almost" factor makes it unusable for me.

    The "Object" selection mode in the RMB marking menue isn't working for me, because it deselects the object (and I expect it to be selected).

    For the F8 hotkey I'd like this function:
    - reliably toggle between "Object" and "Component" selection
    - If both objects and components are selected -> Object mode.

    I replaced the default…

    1 vote
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  9. New pivot point tool hard can be fiddly to translate

    In Maya 2015 the pivot tool now has a rotate manipulator. This can make moving the pivot point fiddly.

    If the pivot points needs moving some time you have to move the camera slight and/or take care selecting it so as not to select the rotate manipulator.

    It would be good if the rotate manipulator within the pivot point tool could be disabled. Working around it can slow down the entire modelling process.

    3 votes
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    2 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  10. node editor improve the display of selected node(s)

    The one pixel green line around a selected node in the node editor is not enough to easily display selected nodes.

    Could you do something to highlight the node(s) better please? Thicker lit border, or overall different colour (intensity) of the node.. anything would be better than current display

    4 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  11. Vertex selection is not accurate. 2015

    The vertex selection doesn't select the correct vertex when I hover over and/or click on it. If I'm working on complex meshes it stops me from selecting a vertex, even if my mouse is right over the vertex I want to select, this severely slows my modeling down. I just want to be able to select the vertex I click on.

    5 votes
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    under review  ·  0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  12. Modelling toolkit spit out errors when using custom tools in Maya

    When using custom tools the Modelling Toolkit throws errors as below:

    // Error: file: C:/Program Files/Autodesk/Maya2015/scripts/others/drInit.mel line 1538: Object '' not found. //

    and also when you click on an object something similar pops up:
    // Error: Object '' not found.

    This is extremely bad for our toolchain at the moment. Are we missing something?

    6 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  13. prioritize hotbox

    Hotbox should be given priority both concerning speed and painting order:

    Speed: Sometimes particularly in bigger scenes it appears with a delay of a few hundred milliseconds or more. It should be given painting priority and appear immediately otherwise it's no fun to use.

    Painting order: for example with having a node editor open, the hotbox displays "on top" of it, but once the pointer is moved over the node editor area, it gets pushed behind the node editor window.

    2 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  14. Stop re-grouping my geometries every time i extract/separate and re-combine them

    As a still relatively new user of Maya (though i've been in school for it over a year now), I find it increasingly difficult that every time i extract and recombine objects it creates a new group node. So if i have to split a model's head to create blend shapes, then recombine it with the body, i open my hypergraph to see my object under two (or three.... or four... or ten) group nodes. I don't know why this would seem desirable to anyone as this will only cause objects to be affected by double transformations upon scaling or…

    6 votes
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    1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  15. Prevent computer from sleeping when a Render or Batch-Render is in progress

    It's pretty normal for applications to prevent the computer from sleeping while they perform user-initiated tasks (e.g. web-browsers do this when downloading files). Please do the same whenever Maya is rendering, whether it's a long single-frame render, or a batch render.

    Without this (on the Mac version anyway), I find myself enabling and disabling computer sleep in Energy settings, sometimes forgetting one or the other.

    Here's an Apple documentation on how to do this in OS X:
    https://developer.apple.com/library/mac/qa/qa1340/_index.html
    (See Listing 2 -- I don't know if this is still the recommended way in the latest versions of OS X, but…

    14 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  16. save to temp file to prevent file corruption

    When Maya crashes during saving, the scene file is corrupted and can't be read most of the time. I've lost a lot of work already because of that.

    This could be easily prevented by saving to a temp file, and then deleting the old file/renaming the temp file when the save was successful

    2 votes
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    0 comments  ·  file import/export  ·  Flag idea as inappropriate…  ·  Admin →
  17. 1 vote
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    0 comments  ·  scripting & API  ·  Flag idea as inappropriate…  ·  Admin →
  18. Full dockable UI

    Now in Maya only the main window has limited dockable elements (one to left and one to right). Would be an interesting improvement to make the entire UI dockable, exactly like Photoshop, free to do all type of windows combination, stacked or side by side, or floating group of snapping windows.

    3 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  19. Maya LT 2015 stop working after sometime in the program.

    Sometimes when I work in Maya LT 2015 (Steam version), it just stops and I cant click anywhere in the program. The only way to get out is the taskmanager in Windows 7. Using 64bit. I work on a ASUS G500JK, so it shouldnt be a hardwareproblem.

    1 vote
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  20. Node Editor: Always save node layout, option to add dots, backdrop, straight lines.

    I like the Node Editor it's my first choice when I do shading, but it serious needs some tools to make it more friendly. When you get more than 20-30 connected nodes for some shader setup it start to get difficult to get a grasp of the node network. And Maya has a lot to learn from Nuke in this regard. Give us tools that makes it easier to understand the node flow.

    1. Give us Dots which can serve as a hub for several incoming and outgoing connections. Reducing the clutter.
    2. Option to view the connection-lines straight rather…

    6 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
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