Ideas for Maya forum

Welcome all Maya users!

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.

For ideas that you feel are specific to Maya LT or Indie Games, please log them here |
Ideas for Maya LT-

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. Maya needs to support instanced lights

    Most, if not all, modern render engines support instanced lights but Maya at it's core does not enabling a major limitation when doing scenes that have multiple lights.

    5 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. ramp gradient color pick

    pick a range of colors from anywhere with continuous click and drag

    it would be amazing, if Maya could sample any color in a user specified distance on for example a picture to populate ramp texture with color entries;

    2 votes
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    0 comments  ·  texturing & materials  ·  Flag idea as inappropriate…  ·  Admin →
  3. Vertical Shelf docked does not tile icons

    Currently the shelf when docked does not use the space as well as when it is a floating window and scaled. It is width constrained by the two top setting buttons and the icons do not tile.

    1 vote
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    planned  ·  0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  4. Shelf improvement: Instant icon name under mouse cursor

    In this improvement, when over any icon in the shelf, the name of that icon appears instantly below the mouse cursor. Hovering then brings up the tool tip as usual.

    This helps users learn the icons quicky and generally makes for a more immediate feel.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  5. Master shelf populated by checkbox, rather than switching

    The master shelf is a one stop GUI element that can gather shelf buttons from any of your shelves in one place.
    Right click the master shelf, and check on which shelves you want to borrow icons from. They then appear in the master shelf with a spacer between them. Ideally, the spacer shows the name of the shelf and a cross to hide it.

    This is a neat way to show, for example, geometry and one or more of your custom shelves at the same time.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  6. Transform handle improvements

    I brainstormed some ideas on making the transform handles in Maya less cluttered and easier to use.

    FIrst off, see the attached image which should explain everything I am proposing.

    1) 3d Pyramid handles instead of flat round ones to give more 3d cues.
    2) Plane handles only appear when CTRL is held down (essentially the same as CTRL clicking on a handle is now)

    3) Screen plane box only appears when CTRL is held down. An option to turn back on this in the regular transform handles is given.

    4) You can turn off the Arrow Lines completely if…

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  7. Hotbox highlighting text

    Currently the menus in the hotbox feel dead. Having them highlight under the mouse cursor would help this and make selection feel better.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  8. Current Active Tool Display

    When you select a tool, the name of the tool and icon appears Top Centre of the viewport by default.
    This gives feedback to users, especially when they have accidentally hit a keystroke or make a gesture by mistake.

    This appears exactly as it does in the marking menu, framed with the options dialog next to it.

    When the tool is deselected, it greys out but shows the keystroke for repeat command next to it. This means you always know what the G key will do next.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  9. A.R.T. for Unreal Engine with MayaLT

    A.R.T. is a animation and rigging toolset for Unreal Engine and Maya.
    I hope the engineers can enable ART exluslivly for MayaLT as I think that would be a huge timesaver for animators and gamedevelopers, so they dont have to send the files manually, everytime they have changed a animation in MayaLT.

    A.R.T. is also very easy to use, so a gamedeveloper which have no experience with animation, A.R.T. could be very handy, if the developer dont have a animator on the team.

    As A.R.T. is meant for use in gamedeveloping, I dont see why it shoulndt be enabled for…

    12 votes
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    0 comments  ·  animation  ·  Flag idea as inappropriate…  ·  Admin →
  10. 1 vote
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    0 comments  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →
  11. Abbility to auto expand/ auto slide tabs and Ui elements | will speed up the workflow and free up the UI from unnecessary open panels

    when hover on tabs or even UI elements like time slider or range slider there should be an option to auto expand/slide and then auto close/collapse when hover off.

    this will reduce the number of mouse clicks and free up the UI

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  12. Channel decimal precision

    Would be really usefull to have the ability to change the precision of a middle click drag in the channel box and in other attribute using numbers. Right now it's either middle click or shift middle click to change the value but it isnt precise enough in certain conditions.

    I dont know if something like Houdini would be possible that would be the best.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  13. An Icon/logo with more personality (Mudbox "M" like)

    Current "M" icon lacks personality. Its frustrating that Mudbox which has been discontinued has a a great "M" design.

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. Box sliders instead of Horizontal bars sliders | they make panels too wide

    while they are a nice visual elements in such complex interfaces like Maya they are redundant and take too much real estate in an UI which is already crowded.

    Simple box value with sliders like Max will basically cut by half the width of the panels and will allow several panels side with plenty of viewport space.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  15. Query keypress in Mel/Python

    The ability to query the current pressed keys beyond what the getModifiers command does would help a lot in creating more interactive tools with mel.
    Example:
    Create a polygon reduction tool that merges Target Weld, Delete Edge Loop and Collapse Edge Ring in one single tool. The switch would be done with modifier keys that can be queried when the click command is activated.

    3 votes
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    0 comments  ·  scripting & API  ·  Flag idea as inappropriate…  ·  Admin →
  16. Improve scriptCtx MEL command with more mouse button clicks or modifiers keys

    Improve scriptCtx or add a new mel command that allows usage of all mouse buttons and modifier keys to run multiple commands from the same tool.
    Example:
    Create a polygon reduction tool that merges Target Weld, Delete Edge Loop and Collapse Edge Ring in one single tool. The switch would be done with modifier keys that can be queried when the click command is activated.
    At the moment the tool is based on the selection context and I've tried using getModifier to run more commands in the same tool but I'm practically limited to SHIFT and CTRL+SHIFT since CTRL+Click will…

    3 votes
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    0 comments  ·  scripting & API  ·  Flag idea as inappropriate…  ·  Admin →
  17. Perspective Match/Camera Match tool like Max

    Please add a Perspective Match tool like 3ds Max.

    Currently we are left to 'eyeball' the matching of backplates.

    10 votes
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    1 comment  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  18. * Unknown nodes have been removed... Replace instead of Remove when Opening a Scene

    Can we have an option to replace Unknown nodes with a locator or group instead of deleting them when we open a scene with unknown nodes... Currently if content is nestled under an Unknown node it will remove everything. Replacing it with a group or locator instead could potentially save all of the "known" data beneath it.

    Is there a way around this?

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. Let ShaderFx read and write the frame buffer

    This way we can not only design foward surface shaders, but also screen space effects and deferred shading. This is standard today and would be awesome to have this kind of freedom in shaderfx. This (with cascade shadow maps) could easily be used for some next level pre-viz.

    3 votes
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    0 comments  ·  Viewport  ·  Flag idea as inappropriate…  ·  Admin →
  20. a destruction tool like rayfire or pulldownit

    It would be so useful for everyone who's working in the vfx branche, no longer switching between houdini and maya

    1 vote
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    0 comments  ·  dynamics  ·  Flag idea as inappropriate…  ·  Admin →
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