Trevor AdamsAdminTrevor Adams (Principal User Experience Designer - Maya Modeling, Feedback for Autodesk Maya)

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  1. 1 vote
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    Can you tell me if this is still reproducible on your end in Maya 2017 Update 3? We've fixed 100+ defects and added 100+ features/improvements, so it's likely this issue you're having is no longer reproducible. That said, I wasn't able to repro the problem as reported, in Maya 2017 Update 2 or earlier - so let me know and we'll take it from there. Thanks!

  2. 1 vote
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    under review  ·  2 comments  ·  Ideas for Maya forum » animation  ·  Flag idea as inappropriate…  ·  Admin →

    Hi Freekstorm, thanks for the request. I'm the designer who worked on the redesign of the Shape Editor - I agree with the usefulness of what you're looking for. This is in fact already possible in Maya using the Shape Editor, although the option may not be that obvious / discoverable. If you right-click your Blendshape node in the tree view, you'll see an option named, "Add Selection as Target" - that should do what you're looking to do (just make sure your geometry in the scene is selected, as that's what "Selection" is referring to). For a simple example to explain what I mean, try this:
    * Create a poly sphere primitive
    * In the Shape Editor, create a Blendshape deformer and add 2 targets
    * Sculpt unique edits for both target1 and target2
    * Set both targets to 50% weighting (0.5)
    * With the sphere selected, select the Blendshape node in the Shape Editor and right-click to choose "Add Selection as Target".

    Et voila.

    Let me know if that works for you and is what you're looking for.

  3. 2 votes
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    Saintofkickers, if you want to work symmetrically with multiple geometric shells on a single object, you can - there's just a bit of setup required first:
    http://help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-117991F5-5487-460C-8D5E-6E3D6092DA0B

    Due to the complexity of shell symmetry, the above steps are required in order to tell Maya that you'd like to work that way. Hope that helps!

    Sorry, never mind - it's the "... and Split" part that doesn't work. Thanks - we should fix this.

    "To Edge Ring" is working on my end with symmetry enabled - is it not for you? Just to be clear, this is what I'm doing as a test:
    1. Create a poly sphere primitive
    2. Activate Object X symmetry
    3. Select an edge (in this case, an edge that's parallel to the grid)
    4. Ctrl+RMB to open the Select marking menu and choose Edge Ring Utilities > To Edge Ring
    RESULT: Edge ring is selected on both sides of symmetry.

    What are you seeing on your end?

  4. 3 votes
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    There are a few of ways you can quit the tool:
    - Click the Multi-Cut Tool button in the Modeling Toolkit Panel
    - Press q to switch to the Select Tool (and then hold ` to tweak to temporarily activate the tweak tool)
    - Switch to any other tool

  5. 1 vote
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    Have you tried using the Edge Loop Selection Constraint (in the Modeling Toolkit Panel)? When it's active, edge loops highlight to show you the full extent of the edge flow for a single edge.

  6. 10 votes
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    Kerihobo, as mentioned in the comments, if you want to move components that have unshared UVs, you need to switch to UV selection mode and move the UVs instead of the shared edges. This behavior isn't any different from previous releases of Maya; in Maya 2010 for instance, if you create a poly sphere, open the UV Editor, switch to Edge selection mode, select any edge on the perimeter of the UV shell, then two edges appear to be selected (but those two edges actually represent one edge). With that in mind, let me know if I'm misunderstanding what you're requesting.

  7. 3 votes
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    FYI, since the Maya 2016 release, when using the new sculpting tools, you can do exactly as you're requesting - hit f to frame wherever you're hovering. Since we don't support that feature with the Artisan tools or anywhere else in Maya, I'll leave this suggestion open/unresolved - just letting you know that it's at least partially there now.

  8. 3 votes
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    1 comment  ·  Ideas for Maya forum » animation  ·  Flag idea as inappropriate…  ·  Admin →

    FYI: You'll now at least be able to mirror and flip blend shape targets in our new Shape Editor, in Maya 2016 Extension 2. Watch this video for details:
    https://www.youtube.com/watch?v=MAwYfoB7gL0

  9. 6 votes
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    1 comment  ·  Ideas for Maya forum » modeling  ·  Flag idea as inappropriate…  ·  Admin →
  10. 1 vote
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    You should find what you're looking for in the new Rigging shelf - have you looked there yet? If you're looking for the Skin menu, that's now in the Rigging menu set.

  11. 25 votes
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    Since poly border edges are usually hard edges, you could (as a workaround), use the Hard Edges display setting to see the border edges in a different color. Find this option in the Display menu, under Display > Polygons > Hard Edges. By default, the color is a different hue of green, but you can change that designated color to anything you want, using this command:

    displayRGBColor "hardedgeHilite"

    For example, change it to purple by entering this:

    displayRGBColor "hardedgeHilite" 0.439 0.325 0.627

  12. 1 vote
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    Thanks for taking the time to write up all of this, Nick. Your points are all valid and completely understood. I’m the designer who owns the area of modeling in Maya and I wanted to mention a few things in light of what you’ve shared.

    Starting in the Summer of 2012, we built an internal team to focus exclusively on improving Modeling & UV workflows in Maya. Our first development work was delivered in the Maya 2013 Extension release (Fall 2012), where we improved a couple of things in modeling like Poly Reduce. In the follow-up release, Maya 2014, we introduced the Modeling Toolkit (amongst other things), which was essentially a basic integration of the popular NEX plug-in. We knew that Maya’s modeling feature set needed a significant boost and felt that the Modeling Toolkit would do that for us. It did. However, as you’re saying, the experience feels like…

    Ziethriel: The problem you describe where Multi-Cut activates the Modeling Toolkit and leaves it on after exiting the tool is fixed in Maya 2015 Extension. The Modeling Toolkit will still activate, but it won't stay on once you leave the tool. We're also working on integrating the toolkit completely so that you don't have to worry about "activation".

    Nick: Some great feedback once again. I do appreciate the time you put into writing this up for us to read. And we are indeed reading through this stuff. I'm looking into a number of things you've mentioned, but I wanted to let you know one small tip: For Soft Select, you can use the middle mouse button to resize your soft select falloff radius from 0 (instead of the current value); so click-drag MMB+b and you should have a better experience.

    For the bugs you've mentioned, I'd love it if you could give more info/details on exactly the issues you're running into and log it at:
    http://download.autodesk.com/us/support/report_a_bug.html?SelProduct=Maya

    It's a bit of work on your end, but that's the only way to guarantee that we'll look at the issues you're facing and try to fit fixes into upcoming service packs and releases. Some of the issues you mentioned could be fixed in an upcoming service pack, so keep an eye out for it here:
    http://knowledge.autodesk.com/support/maya/downloads#?sort=score

  13. 9 votes
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    7 comments  ·  Ideas for Maya forum » modeling  ·  Flag idea as inappropriate…  ·  Admin →

    Ok, that's good feedback - thanks!

    We may have commented at the same time, so just to be sure I'll ask again - does the Isolate Select workflow I described solve the problem you just described?

    Interesting point. So let me know what you think about this:

    Multi-Cut's Cut Faces feature doesn't require you to hold shift. Instead, you need to click outside a mesh to cut faces in a way that the cut faces tool did (click-drag or click twice (in two locations) to create a slicing plane). For instance, select a bunch of faces that you want the slicing plane to affect, then click outside the mesh to start your cutting plane, then click on the other side outside the mesh to commit the cutting plane (or click-drag across the mesh to do it in one step). Only the selected faces will be affected by the cutting plane. Now, I agree ... that's not so great when you want to remain zoomed in on a mesh ... in that case, I'd say select faces, isolate that selection and then do the same workflow, so you don't have to zoom out. How does that work for you? Still miss the Cut Faces workflow? If so, let me know more and we can either improve Multi-Cut or simply return Cut Faces to the marking menu in a future release.

    Thanks for mentioning this. This was intentional actually and I'm curious to get some further feedback from you after explaining why we removed it: The Multi-Cut tool in Maya 2015 was intended to replace a lot of cutting features in Maya - to be a swiss army knife of cutting tools, essentially. So all of the Cut Faces tool's functionality was integrated into the Multi-Cut tool - so you'd activate that tool instead of Cut Faces to get the same results you're looking for. If that's not true or you have further reasons why you'd still like to have access to Cut Faces, let me know...

  14. 2 votes
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    Thanks for the suggestion. Out of curiosity, have you tried surface extrusion instead of poly extrusion? For example, creating text as NURBS curves and extruding using the option found in the Surfaces menu set? Here's a video on Youtube demonstrating what I'm referring to: https://www.youtube.com/watch?v=c-Zpamrvj6s.

  15. 0 votes
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    You could tweak a few things in Maya to get it to work the way I think you’d want it to; i.e.

    1. Create two poly spheres that intersect one another
    2. Select both objects and perform a Boolean operation; i.e. Difference
    3. In the Outliner, select pSphere2’s transform node (transform1)
    4. Hit Shift + h to unhide it
    5. Keep your selection active and open the Attribute Editor
    6. In the Object Display section, disable "Intermediate Object"
    RESULT: The sphere you used for a Difference Boolean operation is now visible. In the Modeling Toolkit panel’s menu, choose Object > XRay On/Off. You can now move the sphere around interactively and modify the Boolean operation. Does this solve your request?

  16. 7 votes
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    0 comments  ·  Ideas for Maya forum » texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  17. 6 votes
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    Have you tried the new Shrinkwrap deformer in Maya? It was written entirely based off of Softimage's version of the same tool. You can find it in Maya 2015 and 2015 Extension releases in the Create Deformers menu. Or are you looking for something different?

  18. 1 vote
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    1 comment  ·  Ideas for Maya forum » modeling  ·  Flag idea as inappropriate…  ·  Admin →

    Have you tried Maya's implementation of OpenSubdiv in the 2015 or 2015 Extension release? If so, does this address your needs? Thanks.

  19. 1 vote
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  20. 2 votes
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