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. 12 votes
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    3 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  2. Set Project location is remembered when a file is re-opened

    Currently the scope of the set project function is only within the current working session. Every time a file is opened - regardless of which location was chosen previously as it's working project - it is set to whatever was in use by the previous maya scene that was open in that session. Aside from rendering the function essentially useless, it creates a mess when rendering using scene tokens. unless you set the path explicitly the render will always into the project that was set when the file was saved... even if it hadn't been set in that working session.

    11 votes
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    1 comment  ·  default settings  ·  Flag idea as inappropriate…  ·  Admin →
  3. crash and better save

    Man, Maya need urgent a better way to handle crashes and saves. I lost overtime my last moments just because this is not write correctly. Look to apple products, they don't need me to save, they save automatically. and if a crash occurs (and i can say occur a lot, LOT #$%#$%), they came back with all save. With Maya, even knowing i have auto save, incremental save each 10 minutes, i already lost more than that time. It's annoying. And fix this dam crashes! All! Make it stable. This is the most important thing, more important then keep putting…

    7 votes
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    1 comment  ·  default settings  ·  Flag idea as inappropriate…  ·  Admin →
  4. hotkeys don´t work

    Sometimes hotkeys stop working.
    You need to press Alt + Right mouse button to make them work again.
    Please fix this if you can.

    This bug has been there for years.
    Thanks!

    4 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  5. better Quick Select Sets function.

    in Houdini 14, quick select operation is simple and good. please look at the pictures and compare the differences.

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

    12 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  7. 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

    8 votes
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    5 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  8. skin tab

    In older versions of maya you guys had the skin tab where i can do smooth bind but now it doesnt show up anywhere. is it somewhere hidden? if so please tell me where. and if it is just gone please bring it back because i need it for a project im working on.

    1 vote
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    2 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  9. Edgeflow

    Perhaps there is already a way to do this, but it would be great if Maya could have an option to Highlight Edgeflow for better modeling troubleshooting. Sometimes when I model, and I am new to it, I find that my edgeflow becomes disrupted and I am unable to select edge loops or encounter other basic modeling issues.

    Highlighting edgeflows would allow a modeler to see where the edge loop is so we could improve, optimize, and repair our models.

    1 vote
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  10. Bring the trash icon back

    The trash icon to remove items from custom shelves disappeared in maya 2016, pleas bring it back

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  11. Bring back the different "Draw Style" options for joints that got removed in 2014

    Previously you could choose from between ~10 different draw styles. Now you can only draw "Bone", "Multi-Child as Box" or "None".

    Drawing the Head and/or Jaw joints as a NURBS plane allowed to easily manipulate the bone and not having to see all the cluttered links to its many child joints. Could also be solved by adding a "Draw link" bool to joints like it was recently added to Motionbuilder.

    4 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  12. Show selected objects with a green outline in shaded mode

    I suggest that selected objects in shaded mode be shown with a green outline instead of showing them with wireframe. (like cinema 4d)
    In this way it will be easier to see the surface of the objects, specially in vertex mode!

    4 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  13. Mirror Joints

    You should be able to select more than one joint and mirror them with the "mirror joint" tool at the same time. I shouldn't have to select individual joints and click the "mirror joint" button over an over again. I've written a MEL tool that fixes this problem, but not everyone knows how to do that.

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. secondary diffuse bounces for final gather shouldn't be just in the legacy options.

    The secondary diffuse bounces option is currently (2016) hidden away in the legacy options wheras it is an important and relevent option for any GI rendering.

    1 vote
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  15. Do NOT 'Skip existing frames' when files are 0 byte

    Please extend this feature and make it smarter.
    It should not only check if the file already exists.. but also if the file is smaller than 512 bytes..

    If the file is smaller than 512 bytes and NOT locked by the file system, it should NOT skip it.. These are pretty much corrupted files anyway so they need to be re-rendered no matter what.

    Skip Existing frames has been added to Maya 2014

    http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum/suggestions/2920828--skip-existing-frames-option-in-render-settings-w

    1 vote
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  16. Add ability to see effect of IBL light & shade direction in Viewport 2.0.

    As of Maya 2016 we are unable to see the real time effect of image based lighting maps in viewport 2.0. We have to keep rendering out frames to see what the light & shadow contribution really are in a scene. It would be a major boost in productivity to be able to see this contribution in real time as the IBL node is rotated in the scene.

    1 vote
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  17. Capacity to handle scenes with many objects without slowness

    Scenes with 1000 objects or more, or high poly objects slow down the program, a simple task of select one of them takes minutes and sometimes we have to kill the process, loosing all the progress made.

    5 votes
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  18. Remove the need to load references to remove them

    It's currently necessary to LOAD a reference in order to REMOVE it. When dealing with multiple heavy references, this can add up to a huge amount of totally wasted time.

    5 votes
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    0 comments  ·  file import/export  ·  Flag idea as inappropriate…  ·  Admin →
  19. 1 vote
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    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  20. 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.

    14 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
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