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. Please move Hypergraph back under main Windows menu

    What was the rationale in moving the Hypergraph menus under the "General" category, but leaving the Outliner where it was? Who decided that the Hypergraph was less important and less used than the Outliner? Please move it back!

    2 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  2. Fix the temperorary component selection bug!

    The temporary component selection mode which one invokes with the RMB after selecting an object (e.g. vertex, edge, face...), stays ON permanently. You cannot get out of it as before: It used to be that I could also use RMB to do "Select All" and then just click on empty space and I am back in the "object selection mode".
    Now, you can invoke the temporary component selection mode with RMB as before, but once in, you cannot select "Select All" with RMB. It is not there any more. You are forced to go to the top of the interface…

    1 vote
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    4 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  3. Maya shouldn't pull window focus while loading

    Loading Maya it will repeatedly pull window focus and interrupts you. This is even worse if you are loading a heavy scene or directly opening a file.

    Maya will force focus away from whatever else you are doing. Blinking on the taskbar when ready would be much more reasonable.

    29 votes
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  4. 4 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  5. Make Maya fully responsive when the UI loads.

    Please either make the UI display only after Maya is fully loaded, or make Maya load faster. Currently the UI displays a minute or more before the program is actually ready to use, with responsiveness coming in fits and starts before it's possible to open a file. This means the user has to sit and jiggle the mouse until the program starts finally responding properly.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  6. Vertical/Horizontal arrangement of nodes - Node editor

    Vertical arrangement of nodes allows for the Node editor to be placed side by side to the Attribute Editor. When the node editor is docked above the attribute Editor, the AE is hard to read as its not really designed to be used in this type of layout. So an option to arrange nodes vertical/horizontal would be a nice touch.

    5 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  7. layered texture attribute editor is archaic & pitiful

    layered texture attribute editor is archaic & pitiful. It has not changed since v1

    The 'thumbnails' never show anything. The left/right layout is not intuitve. Text of layers is black over black and illegible half the time.

    In the node editor or hypershade it does not display its input seperately. The al layer does I could just use that I suppose but really it should be better.

    It is not fit for purpose. Please update it....

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  8. driven key doesn't display name of driver in the graph editor any more

    In older versions of Maya, when you were editing a driven key in the graph editor, the axis were labeled so you knew what was driving the curve. In the current version of Maya, that seems to have gone away.

    3 votes
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  9. 2 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  10. Hypershade & Node Editor: Better display of huge big Nodes required, unreadable attribute names

    Often it is impossible to read anything on big Nodes
    (please see attached screenshots with example node "FurDescription"!)
    or even to work with a huge Node Network.
    The Hypershade & Node Editor both need additional layout options for such big nodes and networks.
    Here are 4 suggestions, I think even realizing ALL four of them would appropriate:
    1. It could be a second magnifier window.
    2. It could be the same kind of layout like in the Attribute Editor, where collapsed items can expanded with a simple click.
    3. It should be an additional display mode available, that is not…

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  11. Allow custom names for tabs in the script editor - all tabs are currently "MEL" or "Python"

    All tabs in the Script Editor are labeled either "MEL" or "Python".
    When I have 20 "MEL" tabs it becomes difficult to find the tab that I'm looking for.
    Please allow custom names.

    1 vote
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  12. The user interface is going to give me a stroke!

    There is no little thing to complain. the overall user interface is a nightmare. I do appreciate that over the past year it has been improving but honestly. What a nightmare compaired to Autocad, Cinema 4d, 3ds Max and even blender!

    The is no logic to follow. There's not even a point to mention examples because is too many.

    I would usually not post this, because I know is just me complaining and not constructive at all. I just hope there are many around complaining so you guys actually do something about the user interface. As a designer is hard…

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  13. Incorrect Icons.

    NOTE: Re-Submitted due to changes and Maya 2018 update.

    - In the Shift+RMB (on empty space) menu, the following primitive icons are incorrect:
    > The Pyramid icon: It may look correct, but it actually has the Cone's icon instead of it own. The proper one can be seen in Create > Polygon Primitives > Pyramid.
    > The Prism icon: It has the Cylinder's icon instead.
    > The Pipe icon: It, too, has the Cylinder's icon.

    - In the Create Menu: the Construction Plane, Free Image Plane and Locator menu items have incorrect or missing icons. The proper ones can be…

    1 vote
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    1 comment  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  14. My studio is going back to maya 2016 - massive viewport and QT problems impeding work

    Too many problems to describe. We have a room full of advanced Maya users each with 10-20 years of maya experience, and we are fed up with maya 2017. Its a product with great new features but its so broken on the interface and display / prefs side that it makes daily work really unenjoyable and inefficient.

    77 votes
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    19 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →

    Thanks for all the feedback, everyone. I’m setting this entry to “Under Review” for a number of reasons:
    - The subject line and vote count of this entry warrants direct and immediate attention – and I assure you, you’ve got it
    - We’ve put a lot of resources on bug fixing lately and hopefully you’ll notice the improvements in upcoming major and minor (“Update”) releases
    - A number of items brought up here are right now being worked on (e.g. Mr. Noo’s complaint about components moving locally at different speeds for objects with different scales and Gerard’s complaint that you can’t snap to a local rotation axis)
    - We’re listening…

    On that last point, we are looking everywhere for feedback on Maya’s latest releases and how we can improve its stability and robustness. Mr. Noo, you’re absolutely right – loads of features alone isn’t what encourages users to move to…

  15. local axis option on move tool missing

    Used to be an option in Maya 2015 but it's missing in the tool settings in 2017. If you click on an axis on the channel box it does force it into local mode. This causes some issue as we have controls that have a different object axis than it's local axis. Can we get this restored?

    3 votes
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  16. UV Editor -> Move and Sew Edges: Which UV Shell should be moved depends on which UV Shell is selected.

    Which UV Shell should be moved depends on which UV Shell is selected.
    move the selected one, or move the other. I need control.

    Or let Pin be completely fixed UV Shell, even if the "Move and Sew Edges" command is used.

    So that I can make sure that the UV Shell is in a fixed position.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  17. Modeling Toolkit: Should LMB-click entire area to switch item instead MMB-click a "tiny arrow area".

    at Modeling Toolkit and UV Toolkit:
    current, need to MMB-click a tiny area to switch On/Off.
    in future, should LMB-click the entire area to switch the list item one by one. RMB-click to switch On/Off.

    1 vote
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  18. 1 vote
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  19. Prioritize channel box when creating new geometry

    When creating a new piece of geometry, e.g. "Poly Plane" the channel box will display the standard 10 animateable channels at the top, and then below it, instead of construction history which has attrs such as "subdivision height" (used to be like that before), now we have Arnold attrs. This makes no sense, as it introduces hunting for attributes which are needed but hidden from the view, over attributes which one will not need any time soon. No one renders a newly created primitive object; they adjust it first.

    1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  20. inline math in numeric fields

    in XSI in any numeric field I could put "35+6" and when I hit enter, it would resolve to 41

    in maya you have to select a field that had 35 and press "+=6" that is extremely unintuitive, and doesn't work for all fields

    say I'm animating and I want to go forward 24 frames, I should be able to just put "+24" to the current number in the current frame box and it should resolve correctly

    5 votes
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