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. Squash and stretch IK Handle

    The main IK solver should have integrated Squash and Stretch in order to simplify rigging process. These features are standard in most cartoon rigs and to develop a simple stretchy leg/arm we have to create a bunch of connections and nodes.

    Check Cinema 4D IK system, they have these features integrated as i describe.

    80 votes
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    6 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  2. Last joint in a chain to orient to parent joint

    The orientation of the last joint made by the joint tool never matches the parent joint. It always has to be manually adjusted. Please fix.

    23 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  3. Fix the bad scaling on the spring IK

    The spring ik should be more integrated into maya and include the same ability to scale multiple joint as the rp solver. Right now when scaling the joints move away from the end effector.

    14 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  4. nonlinear jointing/weighting workflow

    So you placed your joints and skinned your mesh. 70% of your weighting is solved and you notice that one joint could be better placed...So you start again and hope not to spend too long getting the weighting correct, to find out if you solved it.
    If it's not correct, start again, and again
    Or with a bit of smart scripting... you could cache the influence list, cache the joint rotations, cache the weights, restore the bind pose, detatch the skin and prompt the user to correct the joint placement. Then restore the bind, the weights and (optionally) the pose.

    14 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  5. Go to Bind Pose should be undoable and be more flexible.

    If going to bind pose fails it often causes joints to fly to crazy positions, and it cannot be undone.

    A common reason why the bindpose fails is because the parent changes, which implies it restores the pose local to the parent or requires restoring parents then children. Although this may be faster, restoring all joints to their world position at bind pose would bypass this problem. For this to work u would have to restore parents then children or maintain the world position even if parents change (like a constraint).

    Also, there doesn't appear to be a way to…

    13 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  6. HIK active character should update based on selection in scene

    It would be cool if Maya's HIK character controls would automatically update what the active character is when you select an element of that character in the scene.

    This would prevent users from changing reach TR settings on character B when they are posing character A in the scene.

    13 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  7. UnitConversion Nodes can`t be hidden in NodeEditor (Maya 2013 & 2014)

    In Rigging and also other areas of CG you sometimes
    connect nodes of different type / units, e.g. a multiplyNode to a rotation
    of an object.

    Maya automatically under the hood creates unitConversion nodes.
    These can be turned off in the Hypershade / Hypergraph
    under Show -> Auxilary Nodes (and be added to the hide list)
    This is useful for keeping the graph less cluttered.
    Typically the unitConversion nodes can be ignored anyway.

    However, Mayas NodeEditor does not respect
    the settings in the hideList, like the Hypershade and Hypergraph.
    Therefore, there seems to be no way to hide the unitConversion …

    9 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  8. mirror weights fail when joints are right on top of each other

    I usually try to work around it by having joints off by just a hair, but there are occasions where you need joints right on top of each other. The mirror weights tool gets confused whenever this happens.

    9 votes
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    3 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  9. Suffix hierarchy

    There's a prefix hierarchy menu command, but I often find myself using a suffix hierarchy script I made from the prefix one that ships with Maya.

    9 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  10. Paint Skin Weights Tool : allow for more than one filter in the influences field.

    If I want to filter a list of 100+ influences to a list that include.. L_leg* and M_spine*, I can not do this easily. I should be able to add the 2 filter strings into the field, but it only takes one.. My workaround is really painful: filter for L_leg* select these, then filter for M_spine* then pin the influences in the UI..

    and that's just for 2 filters...

    8 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  11. skeletal representation like max (bone fins etc)

    Would be really handy to have a skeleton preview much like Max, where you can add 'fins' onto the bones to get a visual representation of the skeleton. also acts as a calamari object without the need to set one up separately.

    6 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  12. Fix joint bounding box scale

    If you make a joint hierarchy and frame it, the camera will zoom out too far. The bounding box values of joints don't represent their size ion the viewport.

    5 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  13. Resulting Mesh after "Combine" mesh tool applied merge multiple skinned meshes in just one single skincluster.

    Combine mesh used for several skinned meshes produces a single mesh but includes as many skinclusters as meshes you combined together. Also once you have done this, Maya is not able to modify the skinning information anymore.
    As in XSI merge tool, I'd appreciate combine mesh is including the option to merge all these skin clusters into one single one and be able to modify the skinning after the operation.

    Cheers.

    5 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  14. Have Reset Transform act on current selection and not hierarchically

    Currently Reset Transform suffers for Maya's default "always propagate to hierarchy" selection style, so if you have an item selected whose children aren't all pivoted out, it will reset the transform of all of them, when you really just wanted it to reset the current selection.

    The possibility to reset the transform of the whole hierarchy is already there, if this behavious was changed, by selecting, then selecting hierarchy, then resetting.

    We have no way in Vanilla Maya to reset the current selection only without having to hop down, hide the children, then resetting, and then bringing the children back…

    4 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  15. Connecting rotates does not evaluate properly

    When you are connecting nodes to a joint - for example, if you're using a blender node to control joint rotation - if you simply plug the compound attributes together, the evaluation is buggy. You have to connect each attribute individually. For example, blendColors.output -> joint.rotation is bad, but blendColors.outputR to jointRotation.rotateX and so on is fine

    4 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  16. Component Editor, select whole column.

    Clicking at the column header used to select the whole column of verts so that you could change their weights all at once. Now in 2016 it appears to deselect the verts you had. Useless.
    Bring that back please, and while you're at it, make it so the "hold" attribute of the joint at the top of the column is not changed or not selected along with all the verts. It saved us all a lot of clicks.

    4 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  17. 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 →
  18. [BUG] Isolate select won't work with a bone hierarchy on Maya 2016!

    In maya 2016, selecting a bone and pressing isolate select won't work, the bones will hide like everything else.

    4 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  19. change the rotationAxis attribute of the transform node

    currently what the rotationAxis attribute of the transform node does is offset the translation axes, but not the rotation axes.

    what would be nice is to have two properties: translationAxis and rotationAxis.

    4 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  20. blend Colors Node used as an IK/FK switch causes weird timeline scrubbing problems, please fix this issue

    blend Colors Node used as an IK/FK switch causes weird timeline scrubbing problems, please fix this issue.

    Create a rig where IK and FK switches are controlled by a blendColors node, set keyframes in FK, and try to scrub the timeline

    3 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
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