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. Enable more visible real-estate in file path fields and allow them to scale when an editor scales

    Enable more visible real-estate in file path fields and allow them to scale when an editor scales. To illustrate, createa sphere, add a new mat, and pipe a file texture into the mat. Go to the file textures node in the AE. Expand the AE out and notice that the file txt field that displays the path to the file texture does not scale out to compensate for the width change to the AE.

    10 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  2. Integrate "PSD Shading Network" with mia_material

    That said.
    It´s a great functionality of Maya, it´s a pitty it only works with standard Maya shaders.

    2 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  3. Render hotkey (F7 is free, could be that)

    Include a default Render hotkey.
    As I said F7 is not used, perhaps could be a good candidate.

    3 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  4. Channel box click renames node

    When clicking a node in channel box the name gets automatically highlighted as if the user wanted to rename it which, I guess, is not true most of the time.

    2 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  5. Persistent font customization for Script Editor

    This area hasn't seen improvements in years and the text is very difficult to read. Minimally ad a choice for sizing up/down. Ideally have a standard font panel (Mac).

    1 vote
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  6. Restore proper window management under Linux/KDE including release the Attribute editor as a proper Xwindow.

    Currently window management is broken for Maya under linux. In addition the Attribute Editor is not a proper x window that can be managed as it is some kind of floating qt widget.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  7. ConvertLightmap command and Mental Ray batch bake: frames sequence support

    Allow to bake multi frame sequences of light maps per object, possibly choosing the folder where the files should be written.

    4 votes
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  8. pointOnPoly and closestPoint contraints working on referenced objects

    Those constraints are not currently working with referenced objects: the meshes are not recognized by the respective commands.

    2 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  9. nCloth inputMeshAttract stays on even when you set it to zero.

    If you set inputMeshAttract above zero, and then set it again to zero, inputMeshAttract stays on.

    3 votes
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    1 comment  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →

    Please log this as a bug as well (link on the page).

    A few questions…

    Just the map values or the scale values or both?
    What is the sim doing that it shouldn’t be doing?

    Note that very small values will have an effect, so if the 3 decimal place accuracy in the GUI isn’t showing a small but non-zero value this could still have an effect.

    Or are you referring to the graying out of the UI, and how the values of the inputMeshAttract/inputAttractDamp/inputMotionDrag
    determine the state of the AttributeEditorUI?

    Thanks.

  10. Change the default Camera Near and Far Clip Planes to a larger range

    The default range for near and far clipping planes for the perspective camera is too small. It should either be much larger, or clipping planes should be disabled by for these types of cameras.

    43 votes
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    5 comments  ·  default settings  ·  Flag idea as inappropriate…  ·  Admin →
  11. Layer editor has unused slider when there is not Layer...

    in Layer Editor is unused Slider when there is nothing, when there is no layer

    4 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  12. "Rename joints from labels" does not iterate numbers..

    if you were to select 3 joints and label them spine, and then use rename joints from labels.. it would label them all as "spine" rather than "spine1" "spine2" "spine3". which requires me to go back in and number them manually.

    1 vote
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  13. 1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  14. Add a "Save File As" option for "Warning: Scene Not Saved" window

    Add a "Save File As" option. When Maya goes to close, and it thinks it has not been saved yet, it currently asks if you want "Save changes to XXXX scene?"

    6 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  15. Stacked curves should display in the order they are selected

    Stacked curves should display in the order they are selected. Currently, unless you select them one by one, the curves display in a random order.

    3 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  16. prompt to load connected node using rmb on connected atter (connections editor)

    in the connections editor, we used to be able to rmb on a connected (italicized) atter and be prompted to load the down/up stream connected node's atter in the adjacent right/left display. that was very handy

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  17. a `copy connection string` entry in the right click marking menu on a node connection in the node editor

    it would be beneficial to have a `copy connection string` when a user right clicks on the wire connecting two nodes in the node editor to access the marking menu which will save the connections (i.e.: pCubeShape1.instObjGroups[0] -> greenLambMatSG.datSet...) to the OS clipboard so that it can be pasted in the script editor or external text editor. See attached image.

    10 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  18. PopupMenus should not bring controls to the front when used

    Ever since Maya's new QT interface, popupMenus bring any control they are attached to to the front when used. This makes it hard to create left click commands to background elements (like say an image) using MEL as any control on top is hid when such is done.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  19. Hypershade: make shader nodes Node State=Has No Effect or Blocking act like a true disconnect

    Currently shader nodes seem to ignore Node State.

    Users would like to be able to flip Node State on a texture node and have Maya act as though the connection has been broken to the mapped attribute. This makes it easy to turn off a texture and then flip it back on later.

    16 votes
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    0 comments  ·  rendering & lighting  ·  Flag idea as inappropriate…  ·  Admin →
  20. Textured attributes lose its 'base' value.

    When you apply a texture to an attribute, the original value is lost and not in effect anymore.
    Usually the texture Default Color replaces that value for places not occupied by the texture.
    That IS annoying!
    Every other software I´ve used preserves that value as a 'base' value for all places not affected by the texture.
    If Maya preserved these base values, it would be much simpler to apply decals with alpha over a surface without being forced to resort to a Layered Texture or a shading network including a Stencil node, which is far more complicated and prone to…

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