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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  1. More Deformers, Better Deformers

    We haven't had any new deformers for a long time, and some very basic ones are noticeably absent:

    Noise (world/local/normal)
    Displace (vector/UV) - based on an image
    Smooth/Relax

    I'd also like to see the Maya Muscle system broken out into their individual deformers so they can be leveraged independently, especially:

    Sliding
    Self Collision/Rigidity
    Wrinkle
    Force

    Also the Muscle Jiggle deformer is better than Maya's Jiggle deformer because of the additional cycle and rest weights.

    Atomizing the cMuscle plugin and bringing it into the fold of Maya's deformer suite would be a great way to finally bless this useful but convoluted…

    279 votes
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    8 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →

    If anyone’s particularly interested in a standard texture and noise deformer, please vote for this Small Annoying Thing to fix:
    http://mayafeedback.autodesk.com/forums/160518-small-annoying-things-to-fix-in-maya-forum/suggestions/2961563-a-standard-texture-deformer-and-noise-deformer-
    Remember that because they have more obvious boundaries, a popular Small Annoying Thing is more likely to be fixed sooner than ideas in this forum. Thanks.

  2. Better Spline IK

    Allow for multiple twist objects down the spline, not just a start and end since long ropes, tentacles, necks, etc will just candy wrapper.

    Add stretchy… keep joints at their relative starting position based on length of curve.

    Currently the joints are not translated, which can cause them to pop to different positions on the curve since it is trying to maintain the segment length. Instead, use the distance down the curve… this will require modification of the translations, but is more stable.

    Do not require a hierarchy of joints

    104 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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 →
  4. Add a "soft" IK option to current IK solver.

    It would be nice to have this built in to avoid "popping" that occurs when animating arms and legs or other "hinge" like setups.

    61 votes
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    3 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  5. Improve the speed and stability of the wrap deformer

    The wrap deformer is currently not as useful as it could be. Making it fast enough to be able to have deformers such as blendShapes before the wrap in the input hierarchy without getting extreme slow wrap calculations would greatly improve it's usability.

    52 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  6. Dynamic deformer weight map control

    Along with the more deformers, better deformers idea proposed already, there should be the ability to dynamically control the weights that drive them. A suite of utility nodes that could be used to store painted weight maps, generate maps (eg. via something like measuring a mesh's change from a reference mesh or normal angle changes compared to a vertex's neighbours) and manipulate them. Using nodes to blend, layer, smooth, remap, grade, transfer, clamp, multiply, mirror (and more) weight maps and plug them into various deformers would allow for complex and advanced deformation effects that just aren't possible right now.

    34 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  7. Maya Muscle deformer options should be split out into their own deformers.

    There's a lot of great options within maya muscle, it would be great to have access to those individually, and have them behave like the rest of the maya deformer suite.

    33 votes
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    4 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks to everyone who’s voted on this issue. It is being moved to the Ideas for Maya forum, because although it’s annoying you, it’s not a small thing to address.
    Enjoy spending your Small Annoying Things to fix votes on other ideas!

  8. Soft select should work with everything.

    This is extremely powerful method of modifying components since it can it give you worldspace and surface falloff. It should also be used to modify data about the components.

    Some Examples:

    During painting skin weights... ie, flooding an influence for complicated areas like a t-shirt collar. Soft select easily finds the verts, and gives a nice falloff.

    When using the weight hammer tool, smooth a small area with falloff.

    When using copySkinWeights, the current method requires you to touchup skin weighting, if there was a falloff you might not even have to touch it.

    Data attached to points, like vertex…

    30 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  9. I like to see inside maya something like Softimage ICE

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

    21 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  10. Have a dedicated skin weight editor

    A dedicated skinweight editor where we can highlight cells or columns of cells and change the values in one go easily. It should also have the ability to lock and unlock weights, have an intuitive slider for adding percentages, or addative values etc.

    The component is simply not bespoke enough to really make it viable, especially compared to the weight editor in Softimage. It would be nice to easily copy and paste in the values to blocks of cells, and perhaps heatmap the cell's to easily see the higher weighted values.

    20 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  11. Squash and Stretch For Human IK

    The human Ik system is very powerful but lacks the ability to squash and stretch and this is very much needed for cartoon animation.

    Add the ability to turn on/off squash and stretch over all major character parts...Legs, Arms, Spine, Neck, Head

    I think that cartoon animators could benefit the system a lot more and see the human ik as a more valid option

    18 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  12. A new smooth bind skin !

    We all know the work we have to do for every elbow and every knee after the skin bind, and after all that work still the result is not the best realism! The dual quaternion(nice name but) is a fail. Looking at the skin in real life I got the idea. The vertex external to the joint bend move the old way; the internal vertex act like the rigid bind at first, then, when the surface of a side meet/touch the other side, the vertex that are "touching" each other, just stand still (relatively to the joint center) ! And…

    16 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
    Anonymous responded

    dual quaternion was designed for twisting motions like at a wrist – not bending like at an elbow.

    have you evaluated the heat map skinning in Maya 2013?

  13. New IK Solver

    It would be great to get a new IK solver that deals with locked axis and/limits - especially in longer joint chains. Examples being robot limbs where several parts are required to make up a rotational joint. other features as seen in this: http://www.michael-hutchinson.com/downloads/index.php would be hugely benificial as well.

    13 votes
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    2 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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 →
  15. 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 →
  16. 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 →
  17. 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.

    7 votes
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    0 comments  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  18. humanIK custom rig doesn't include fingers

    I'm really getting a lot of use out of the custom rig feature new to Maya 2013, but I noticed it didn't support fingers. Most mocap don't capture fingers, but 1) that's changing, 2) I often use the humanIk to transfer from one keyframe rig to anonther, which would have finger animation, and 3) the floor contact feature with the fingers would be helpful.

    7 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks to everyone who’s voted on this issue. It is being moved to the Ideas for Maya forum, because although it’s annoying you, it’s not a small thing to address.
    Enjoy spending your Small Annoying Things to fix votes on other ideas!

  19. Smooth Paint tool which affects all joint influences applied to that vertex

    Add a smooth option to the skin painting tool where you dont select which deformer you want to smooth. Instead it will smooth all the deformer influences for the given vertices together.
    This generally makes smoothing a skin much faster than smoothing on a per-influence basis.

    6 votes
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    1 comment  ·  rigging  ·  Flag idea as inappropriate…  ·  Admin →
  20. 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.

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