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. 3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  2. 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 →
  3. 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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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  4. 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 →
  5. 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 →
  6. 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 →
  7. 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 →
  8. 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…

  9. 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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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  10. 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 →
  11. 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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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  12. 1 vote
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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 →
  14. When using "Save Scene As" Maya remembers the last folder used instead of the save folder

    One of the recent updates caused an issue with saving locations. If you perform any operation that requires locating assets in a folder (importing, locating a bitmap etc), Maya remembers this folder and when you "Save Scene As", this folder is suggested instead of the project Save folder.

    If the user doesn't realise this at this point, the scene file is saved into a wrong location.

    When you're working intensely it's very easy to make that mistake. This has happened to me several times already and it's a heart stopping moment when you notice that the latest scenes are not…

    17 votes
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    2 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  15. 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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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  16. objects hidden should not affect scene performance

    MASH objects can sometimes slow down the scene to a crawl, if I hide it, the scene should respond faster, but I feel like it's still calculating things not seen.
    I guess the same would go for complex rigs

    4 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  17. More Intuitive UV Radial & Marking Menu

    Some tools that are frequently used are missing from the marking menu that existed in earlier versions of Maya. Tools such as Unitize and Smooth for instance.

    Some of the placement of the tools could be adjusted to more comfortable gestures. Frequently used tools should probably be set to horizontal and vertical movement rather than diagonal.

    The Align and Straighten are so similar they're practically redundant to have in the radial marking menu.

    Tools like the rotation already have dedicated keys and seem wasteful to take up a radial position in the marking menu.

    Keeping gestures fluid where markers have…

    6 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  18. Maya 2017 Update 3 - UV editing is still a great buggy mess.

    There are a lots of improvements over the new UV editor, but old problems are still kicking around.

    UVs are still jumping to previous positions when hitting 1 or 3 for meshsmooth preview.
    Explaining: You have an object with a messy UV projection that you want to edit. You do edit it. After you finish it, you want to hit 1 or 3 for smooth preview purposes, and when this happens, the UVs change to the first messy state exactly like it was before you edit.
    In Maya 2016 there were a workaround - you could pin the UVs and…

    6 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  19. Prevent node overlapping Node Editor

    Have an option to Allow/Not Allow node overlapping. Not so much for user control but to stop maya automatically overlapping nodes on creation. However nice option have have when dragging node around.

    3 votes
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    0 comments  ·  UI (user interface) / ease of use  ·  Flag idea as inappropriate…  ·  Admin →
  20. Address placement of new nodes - Node Editor

    Sick and tired of searching for new nodes outside of the viewing area when inside Node Editor which are placed at the end of the network. Place newly created nodes bottom right hand corner of viewing space for example so they are easily accessed and name can be read. I find myself working at all parts of the node stream not just the end. This also includes nodes when auto-pin is on. Maya places them in the centre and overlapping - bad bad.

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