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.

Frequently Asked Questions | Report Maya Bugs

What is a little tweak or change we can make to Maya?

You've used all your votes and won't be able to post a new idea, but you can still search and comment on existing ideas.

There are two ways to get more votes:

  • When an admin closes an idea you've voted on, you'll get your votes back from that idea.
  • You can remove your votes from an open idea you support.
  • To see ideas you have already voted on, select the "My feedback" filter and select "My open ideas".
(thinking…)

Enter your idea and we'll search to see if someone has already suggested it.

If a similar idea already exists, you can support and comment on it.

If it doesn't exist, you can post your idea so others can support it.

Enter your idea and we'll search to see if someone has already suggested it.

  • Hot ideas
  • Top ideas
  • New ideas
  • My feedback
  1. My studio is going back to maya 2016 - massive viewport and QT problems impeding work

    Too many problems to describe. We have a room full of advanced Maya users each with 10-20 years of maya experience, and we are fed up with maya 2017. Its a product with great new features but its so broken on the interface and display / prefs side that it makes daily work really unenjoyable and inefficient.

    58 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    12 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks for all the feedback, everyone. I’m setting this entry to “Under Review” for a number of reasons:
    - The subject line and vote count of this entry warrants direct and immediate attention – and I assure you, you’ve got it
    - We’ve put a lot of resources on bug fixing lately and hopefully you’ll notice the improvements in upcoming major and minor (“Update”) releases
    - A number of items brought up here are right now being worked on (e.g. Mr. Noo’s complaint about components moving locally at different speeds for objects with different scales and Gerard’s complaint that you can’t snap to a local rotation axis)
    - We’re listening…

    On that last point, we are looking everywhere for feedback on Maya’s latest releases and how we can improve its stability and robustness. Mr. Noo, you’re absolutely right – loads of features alone isn’t what encourages users to move to…

  2. Bring back Shift Extrude

    2015,2014 has shift extrude. 2016 removed it. please bring it back.

    28 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  2 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  3. Update the Cut faces tool as well as others to support Snapping

    well if you use the cutfaces to to slaice cleanly thru a model you cannot snap the starting point to a specific vertex, or edge, or anything for that matter. Simply asking for it to functions like it does in Softimage where when you start using the tool, hold down the snapping hot key as you make you first click and this will snap the start or pivot point if you will, to a specified vertex or edge depending on the hotkey that was held during the first click.

    42 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  2 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  4. Modeling Tool Kit in 2016 missing Critical Features from previous versions

    Integration of the modeling toolkit / NEX tool in 2016 is missing some important functionality.

    First, the slide functionality that was mapped to the Control + Shift MMB has been removed. This function was extremely important to an efficient modeling workflow. Surface constraint - Slide, and other workarounds are not good enough. Please add the Ctrl + Shift MMB back to the transform manipulators in component mode.

    Secondly, Preselection Highlighting, which is now called Highlight Nearest Component does not make the component active this feature allowed for very fast mesh editing without having to select the component explicitly.

    Move along…

    102 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  8 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  5. Rotate from any pivot temporarily without changing the pivot or grouping. (This would be really handy for animationg objects)

    Rotate from any pivot temporarily without changing the pivot or grouping. (This would be really handy for animationg objects)

    40 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  5 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  6. 2017 - the modern Graph Editor.

    (I've not posted this at the Ideas forum, as these are all small tweaks as opposed to new ideas)

    The modern Graph Editor looks really nice and has a lot of potential, but there are some things that made me switch back to the classic Graph immediately. Of course I can just go back to the classic graph anyway, but there will be a release of Maya where you ditch the classic graph option, hence this post.

    1: The key shapes. The tiny dots of the classic were perfect for selecting and having visual precision, where the new ones overlap…

    3 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →

    Hey Tim!

    Thanks so much for submitting this, this is all incredibly useful feedback. We are working hard to ensure that we fine-tune the modern graph editor so that everything feels just right! So these suggestions will definitely help us towards that.

    Thanks again and will keep you posted about any updates!

    Best regards,

    Stefania Medryk

  7. Why is there a limit on the zoom-in within the Graph Editor?

    In Maya 2017 a limit has been set on the amount you can zoom in within the Graph Editor. The limit is roughly set on about 1 frame, so the width of the area you're looking at is a minimal of 1 frame wide.

    I don't understand why this has been added in the first place, but I find it incredibly annoying, as keys can sometimes be displaced by other keys, and so are not on, say, frame 1038, but frame 1038.004.. This means that currently one can't zoom in to see what's going on and remove the keys we…

    3 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  8. Maya 2017 Workspace: Docked editors don't keep their size when re-opened

    When I reduce an editor (like Channelbox) and than reopen it, its size is different from before.
    Here is a screenshot.

    62 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    11 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  9. Auto Name File Nodes

    Why do I have to rename a file node after setting the fileTexurePath. It should automatically take the basename of the file path. Also anywhere where I'm making a new file node via the UI. It should prompt for a file path 1st. Currently it's a 2 step process.

    99 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    13 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →

    As Amorano said, this could potentially break some systems.

    So why do you need this?
    How about show node name as well as texture name for file node?
    So you can identify texture nodes in Hypershade or Node Editor.

  10. 47 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    7 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks for your feedback on this idea. It’s under review. (This does not mean that we are committing to this idea. Please read the FAQ for more detail.)

  11. The new UV Editor's buttons for Move "ABSolute" in U and V are labelled U for V, and V for U!

    The new UV Editor's buttons for Move "ABSolute" in U and V are labelled U for V, and V for U!

    This is infuriating, although the tool tip for each button is correct.

    3 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  12. RMB marking menu freezes Maya 2017

    Trying to switch to components via RMB marking menu freezes Maya randomly or once in a while . This never happened before in the other versions of Maya. I have updated to latest Nvidia driver and still the same problem. This is a major blocking . Please address this very annoying Viewport 2/ RMB marking menu bug.Thanks.

    11 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    6 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →

    UPDATE 1***
    Thanks to help from one of the voters, DavidDeacon, the culprit has been identified: Navigate Graph in Bonus Tools 2017. This is a bonus tool that activates itself by default on installing the set of bonus tools, and by removing it, this particular memory leak issue disappears. So the good news is that you can still use Bonus Tools 2017 – you should just disable “Navigate Graph” (buildTraversalMM) watch this video to find out how to do so: .https://youtu.be/z71NeX03lOY?t=294

    We’re continuing to investigate this on our end, but I thought I’d share David’s discovery with the rest of you.


    ORIGINAL REPLY***
    Thanks for bringing this up and for those who voted it up.

    We’re seeing reports of this, but we still haven’t been able to reproduce the issue on our end. And so without being able to reproduce the issue, we can’t identify what’s wrong and more…

  13. Enable Wireframe On Shaded alpha outside of Sculpt Tool

    Having a subtle wireframe turned on while animating, particularly the face, is incredibly helpful for seeing the masses deform properly. Pixar's Presto software displays wireframe this way (see attached screenshot).

    Is it possible to have the Extension 2 Sculpt Tool's "Wireframe Display Alpha" as a default option in the viewport? Maya's default wireframe is much to thick and obtrusive for areas like the eyes and mouth.

    Thanks
    Chris

    4 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  0 comments  ·  Viewport  ·  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…

    18 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  1 comment  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →
  15. Reset "hidden" windows after monitor configuration change

    Sometimes Maya windows can no longer be seen because they were saved in a position that no longer exists (because a monitor is off, or not attached). It would be helpful if Maya could automatically detect this and reset position/sizes of windows that were off-screen. Or if there were a menu option to bring all windows to the main screen.

    43 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    13 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  16. It doesn't highlight UV-borders in 3Dviewport in MAYA 2017 SP3!

    it doesn't highlight UV-shell-borders in 3D-viewport like all the previous versions of MAYA!

    3 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    0 comments  ·  modeling  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks for the report. We changed the way in which this feature works in Maya, in the Update 3 release, in order to extend the Texture Border Display feature a bit further.

    In previous versions, yes, if you enabled texture border display in the UV Editor, the 3D viewport display would also reflect that change – texture borders would be enabled everywhere.

    In Update 3, I wanted to enable texture border display by default in the UV Editor view (without doing so in the 3D viewport), plus give users control over the color and thickness of texture borders – all exclusively within the UV Editor (without affecting the texture border display setting in the 3D viewport). So that’s essentially why when you enable texture borders in the UV Editor, the 3D viewport doesn’t get affected – they’re now unique settings for each viewport (and to clarify further, the UV Editor…

  17. Keep code in the lower half of the Script Editor when it's executed, instead of flushing it

    Unless I highlight code in the lower half of the Script Editor, it gets flushed away when I execute it.

    As I develop a script it's common to execute the script several times to review modifications, but having to highlight everything just to prevent it from flushing is a pain.

    Highlighting some parts of the script is a great way to achieve "selective" execution, so don't change this.

    But if nothing is highlighted, execute everything and leave the code where it is.

    66 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    8 comments  ·  scripting & API  ·  Flag idea as inappropriate…  ·  Admin →

    Select lines of code and excute them (by ctrl+main enter or num enter)

    Seletd lines are excuted and all lines remain in the lower half side.

    As one user mentioned, the solution is not enough. Reopen it for further discussion.
    How about adding an option or shortcut for this?

  18. Don't prompt to save an empty scene

    If I open Maya and then go to file:open, Maya prompts me to save the empty scene it created when it opened.
    It also autosaves blank scenes if I leave it open for a while.

    94 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  2 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  19. Adjust values on multiple selected objects at once through the channel box/AE

    When I have many objects selected, I want to be able to quickly adjust a shared attribute to the same value on all of them. The attribute spreadsheet is a pain as you have to dig around looking for what you want.

    For example, if I have 30 rigid body objects, and I want to change all their masses to 2, I should be able to select them all and change the mass in the channel box to 2, and have them all change.

    I could have sworn this used to work in Maya at some point.

    7 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  20. Improve Unfold3d for hard surface objects

    Unfold 3d is good at doing character uv's however when using it on hard surface objects it smooths too much the uvs especially when trying to keep straigt lines in the uv object, the old legacy unfold does a better job but sometimes this crumples the uv's too much, it would be nice to have 2 modes for the new Unfold 3d algoritm, one for characters and one for hard surface or the ability to control the smoothing( relaxing).

    31 votes
    Vote
    Sign in
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  2 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
← Previous 1 3
  • Don't see your idea?

Feedback and Knowledge Base