Ideas for Maya forum

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Suggest and vote for ideas to improve Maya. 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.

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To see the Ideas that we added to 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.

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.

For an issue that you think is easier to fix but still annoys you a lot, use the Small Annoying Things to fix in Maya forum. Issues in the Small Annoying Things forum are more likely to be fixed sooner, so don’t waste your votes on small things in this forum.|

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  1. Incorporate Quick Rig and HumanIK into 1 comprehensive tool

    Retargeting Rigs:

    Sorry but, Quick rig's only advantage is it's auto placement of joints from a model. How about using that as: Step 1, in Human IK? Step 2: Ability to manually move guides further, hand joints, and toe roll joint should be added to the Skeleton UI.

    It would also be nice to have the ability to set the joint positions procedurally in a script ?

    Step 3 & 4: Rig Generation with T-pose correction available, and the align joint axis mirrored behavior. Create Rig - Auto-definition.

    Step 5: Controls - Mapping Custom Controllers and Customize Character Layout.

    Skinning…

    2 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  2. 1 vote
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  3. Volumetric skin painting/smoothing

    An option to have Volumetric skin painting/smoothing would be extremely helpful as skins are getting more complex all the time. Soft Selection already has similar Falloff modes which you can toggle.

    And if we could also have an option to paint/smooth skin weights across multiple skin objects, the volumetric feature would be even sweeter.

    3 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  4. 1 vote
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  5. Worldspace Matrix Input on Transform nodes

    It would be incredibly useful if transform nodes had a worldspace matrix input parameter.

    In terms of this working with current translate/rotate/scale/shear I would expect that these pre-existing parameters would work exactly the same if there was no input plug in the inputWorldMatrix parameter.

    However, if there was an inputWorldMatrix connection this would override any other transform parameters (Much like Global Kinematics always overrode Local Kinematics in Softimage if there were incoming connections).

    Given how useful it is to deal with whole transforms through matrices when rigging this would make node graphs far cleaner and further streamline rigs with complex…

    9 votes
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    5 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  6. Animate deformer weights via a Ramp

    Animate deformer weights especially the wire tool easily via a Ramp would make life so much easier.

    3 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  7. ability to connect shading networks/3d textures to deformer weights

    Offer the ability to connect file/3D textures *and shading networks* ie manipulated textures using remaps etc, into the weights of deformers.

    This will not only improve deformers dramatically but allow us to handle situations where geometry vertex counts may change on the rig intentionally (eg through smooth face upstream - for allowing fast then detailed version of geometry to be deformed)

    2 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  8. Face Robot for Maya

    Coming from Softimage, I am starting to learn a bit more about Maya. However, I thought it would be a nice idea to integrate Face Robot that was in Softimage into Maya. It doesn't necessarily have to be the same thing, but something akin to Face Robot would be great, especially if it lost some of the limitations that were present in Softimage - extending it to a full rig and perhaps evolving it more to work on the whole body.

    Face Robot would be a 'show-stopper' and a big added feature.

    10 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  9. Xray Any Shape node

    Hi,

    I'm Character TD and Developer and I propose create a new node or a option to see any Shape node in Xray. Like joints, for example.

    For me as Rigger some times need make Xray for other shapes. Mainly the Nurb Curves. I know that is possible programme a manipulator using Maya API. But it has a lot of limitations in shapes and not all the artists have this knowledge.

    I think that a node to connect in between shapes and transform nodes or a option in shapes to see as Xray will be really useful.
    Anybody can connect…

    3 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  10. Mesh deformation to bone animation conversion tool

    Hi,
    I think Maya really should have a tool that turns any kind of mesh-deformation into a bone animation. My reasoning is, that it is really useful in game-development and it allows artist to tweak simulation results.

    I am basically talking about the tool shown in the video linked below:
    https://vimeo.com/123883474
    (the video pretty much speaks for itself)


    I hope people here (and the devs) agree with me and we get this (or something like it) into Maya.

    8 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  11. Add hotkey to switch between Scale and Add for paint skin weights

    holding shift is great for Smoothing, and ctrl is okay for invert, it would be super handy to have another hotkey to invert the type of tool from scale to add or add to scale

    something that can also be combined with ctrl to invert the value.
    so painting scale with a level of .9 and then swap to adding with a value of .1 quickly and easily.

    8 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  12. Support for Origami

    One of the typical characteristics of origami is that there are many instances where multiple faces are located on a same plane. Because of this, we will get many penetrations between faces located close to each other. Please see the figure C where a paper was folded two times. It is a major obstacle when one wants to simulate folding an origami model. The attached paper shows the solution for this problem. I would appreciate very much if you incorporate this feature to support origami.

    1 vote
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  13. A variety of Nulls to rig and deform with like Softimage.

    I would like to have more than just the locator to incorporate into rigging. Softimage had preset nulls in about 15 shapes and sizes for controllers, deformations and rigging.

    4 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  14. I like to see inside maya something like Softimage ICE

    Just to break all limits and create their own tools and spread to other

    22 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  15. Add an integrated modular rigging system with high level rigging nodes

    Maya needs an integrated modular rigging system with higher level rigging nodes.

    There are some nice scripted modular rigging solutions available, but only a plugin with custom rigging nodes offers the speed and graph simplicity that should be standard today!
    Please integrate something like STORM V3 or Anzovin Rigging Tools ART into Maya.

    88 votes
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    5 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  16. Flexible Rigging system

    A custom flexible rigging system one that can be compatible all the way through to the human ik system. The idea has been obtained from an artist at creative crash, who has a similar script. If this can be included as a rigging tool for maya it would really be great

    http://www.creativecrash.com/maya/script/-rapid-rig-modular-procedural-auto-rig-for-maya

    9 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  17. Please Add This Open Source Clean Webcam-Based Facial Mocap Program/Script

    This is the BEST realtime facial mocap I've seen (no jitters) quick easy setup (seemingly no calibration needed) and oddly someone made it free/open source. Now wouldn't this be a big attraction/incentive for users to migrate to Maya if it were added hopefully -as a bonus feature..
    Here is a youtube video of the demonstration and a link to the open source code, click on "about" to see the link to the script.

    http://www.youtube.com/watch?v=-cB8vS6rUbY

    We need at least some basic tools that can get people animating right away also allowing people to test their rigs in real-time to see how…

    4 votes
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  18. drive blendshapes using texture nodes / file texture nodes for weights

    ability to drive blendshapes via file texture/texture node. SImilar to Daniel Roizman / Kolectiv's stroika tools plugin from waaay back..

    4 votes
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  19. single input Multiple out put choice node

    basically I would like a node that consolidates 1 input to multiple outputs so that based on the input range it sets the outputs value.

    ie:
    input 0 -.9 output[0] = true ( all other outputs false)
    input 1 - 1.9 output [1] = true ( all other outputs false)
    input 2 - 2.9 output[3] = 17 ( all others 0 )

    etc

    3 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  20. Allow proper updating of UV's on a bound and rigged mesh.

    Currently it is next to impossible to update UV's successfully on a mesh that has a complex level of deformations and skinning on it. Trying to wade through the dag looking for entry points to assign new UV's to intermediate objects etc is a total killer. This is a big deficiency in Maya, and unfortunately one that we have learned to put up with for years.

    3 votes
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