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Maya 2011 wish list
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  • Location: New Delhi
  • Total Posts: 367
  • Joined: 03 June 2008 04:58 PM

Ya i know its of no use to welcome 2010
we cant kiss maya 2010 but we have to shake our hands with 2010.
but in coming year i am expecting a good news from autodesk on
1.n-Dynamics especially i want n-rigid and n-soft body,

2.better improve Hair simulations and work flow.

3.n-particles update and advance features to obsolete real flow

4.cool dynamics to obsolete houdni

5.great polygon modeling support like that of Softimage

6.New and improve hypershade utilities no doubt still great but no advacemnts since maya 1.0 release

7.Great improvements in Paint effects .

8.Any thing that adds improvement in Lighting specially in depth map shadows.

9.and finally error and bugs free.



MAYA My love

Replies: 1
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i wish i could send my data to the core team members so that we can have surely best upgrades and advance tools and of-course error and bugs free application for god sake autodesk please think of some alternative for destruction tool like that of blast code or do something its very annoying to see the dynamocs of other application
like that of Houdini ,soft-image .
but still have huge respect for n-dynamics a revolutionary in maya dynamics.

please do remove the commands like shatter which works according to its mood and mind
do something to make the application for visual effects complete so that we dont need to switch any other application for the rest of our life
thanks!

Author: Maya Guru

Replied: 15 August 2009 09:43 AM  
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in rigging we cannot Mirror controls from 1 side to another. i heard it is possible in XSI.
it will be a very useful tool for rigging. it saves lot of time

-Kanth



- Kanth

Replies: 0
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  • mayanerd
  • Posted: 16 August 2009 11:53 PM

Autodesk has invested so much in maya 2010 for stuff we dont need, compositing tool and a match mover?

We already use boujou, shake, after effects and loads of other stuff i think i can speak for everyone when i say that this will only be useful for a beginner to the field not for someone who’s already been in it for some time now.

I would love if they present a game engine for maya or at least let us export models into 3ds format.

The maya interface and skin need some improvements as well, not the interface workflow just a modern look would be nice, i dont know why they are not considering any changes since they already modified 3ds max.

The paint tool needs lot of development since many tools are based on it like sculpt geometry and paint weights, e.g they can present many new selection masks.

I would love if i could mirror IKs and constrains on both sides of the character that would save me lot of time.



Replies: 1
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ya i do agrees to both of u guys
specially the suggestion for providing a facility of game related engines .
this is a important point
plus as such the ui is concerned may be in next version they must implement some change.

Author: Maya Guru

Replied: 17 August 2009 11:39 PM  
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  • plodej
  • Posted: 26 August 2009 05:43 AM

I am waiting for the day when Maya will have a half decent modeling toolset. Fix the following:

Extrude - works like crap. If you have an uneven surface and are trying to extrude you get different lengths, thckness. It’s pathetic. Max and XSI have inset. Why not look at that functionality.

Split polygon - the tool works however it feels not how it should. Even though snapping is turned off it still snaps to edges or vertices. It snaps to edges that aren’t chosen. Go figure. This has been an issue since day 1.

Inser edge loop/offset edge loop - hit and miss. Depending on the situation, like the split poly tool.

Pres selection highlighting - is a joke. The implementation doesn’t help in selection as it should. It still requires the user to be precise when selecting components. Seems the product designers don’t understand what PSH is for and how it should work. If you don’t know, don’t implement it, otherwise it makes you look bad.

Camera based selection - why not try raycasting, it’s much more predictable.

Symmetry for ALL TOOLS, not only for movement/rotation and scale. Current implementation is a joke, a sort of have it and shut up case. Stop this “delete one side and instance to the other side 1990’s crap worflow”!

X-Ray per object and per selection of components, not global as is the case right now.

Pivots - for Gods sake please add the ability to rotate pivot points, snap them to other pivot points, align them to face, edge or vertex. Have a look at HK Local Tools.

And a lot more. Look at the tools and functionality in max and XSI for crying out loud. Do something like that in Maya. Don’t feed us this “script it” bull crap anymore.



Happy beebee smile time

Replies: 3
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I respect ,ur Suggestions and hope to get as manay as au listed to be fixed and rectify
thanks for backing up me
dude

Author: Maya Guru

Replied: 26 August 2009 07:41 AM  
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All these suggestion sound great, particularly regarding pivots, extrude and inset mode and split poly. Would love to see a good implementation of re-topology tools, not half baked attempt with issues

Author: Braden99

Replied: 01 September 2009 12:24 PM  
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Regarding pivot points: the point can`t be rotated (they are points) but you can easily rotate the rotation axis!
Oh and even you can snap the pivots to everything.

Author: Mighe

Replied: 08 September 2009 11:12 AM  
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  • Nodirbek
  • Posted: 03 September 2009 08:24 PM

It wuold be good if Maya had Max like curve creating and editing tool (curve rendering and vertex options Bezeir, Smooth, etc.)



Replies: 0
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  • efcos
  • Posted: 09 September 2009 05:04 AM

1. stability!!!!
2. better hair workflow.
3. Multi-Core capability.
4. 64 bit for Mac OS.



Replies: 0
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I really would like to see some improvements to fur and hair , take a look on shave haircut it takes few time to have a nice hair and fur
maya fur its almost impossible to have an entire object cover of fur , the uv placement of fur its useless as i see it.



Replies: 0
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  • oglu
  • Posted: 09 September 2009 06:25 AM

yes a new fur/hair tool would be great…
i hate the maya fur…



Replies: 0
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  • snowghost
  • Posted: 18 September 2009 12:54 PM

1. I would LOVE to see some more powerful Subdivision Surface tools.  Even the simple ability to double-click-select an edge loop would be huge.  Also, better control over Sub-D edge creasing levels like being able to see what the crease level is set to, and say, select all fully creased edges, etc, etc.

I understand that poly proxy and poly creasing has eliminated the need for Sub-D’s for many artists but I’m in product design and use Maya-Rhino-Solidworks on a daily basis for a poly-to-Nurbs workflow.  Catmull Clark Sub-D’s are the key to this and I feel like Autodesk has sort of left them in the dust.  2010 was a total let down for this.

2. An inspiring “Modo-esq” interface would be a site for sore eyes too.

3. Autodesk should just buy the Ilovesketch software being worked on by the University of Toronto and put it in all their 3D products!



Replies: 0
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ya i agree with oglu fur needs to be improve



Replies: 0
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  • bradon
  • Posted: 18 September 2009 05:04 PM

hypershade updated.  right now its pretty slow on large scenes.  loading the texture files and if you have a lot of materials can cause major slowdown. and by slowdown i mean go grab a cup of coffee and come back.  also the materials really don’t accurately represent what your going to see in render.  at least get it close.  especially the way mental ray materials are incorporated into the HS feels pretty poor.  look at houdini and XSI ice.  please ill keep sayin this like a broken record. because I think those interfaces are really amazing and powerfull I think I have herd nothing bad about them so if you cant innovate first.. maybe you can humbly copy?

I would really love some better type of graph editor like xsi ICE or houdini.  opps i think i said that but it cant be overstated. 

better particles.. they did good with nParticle at least the speed is better and they add self colisions but would be nice to have some basic way to do particle functions with a node system or graph system, again look at houdini or xsi ICE.  currently you are pretty much forced into mel if you want to get complex with your particles. 

multithread multithread multithread.  can we use more than one processor? some functions are still not using all cores??? please ive got 16 cores and I would like to use all of them.

overall I would like more speed in the dynamics section.  after using houdini a bit Id have to say houdini is way faster and makes maya feel like an old pinto.

render speed.  Mental Ray is pretty slow and buggy and takes a lot of effort and time to set up.  nice to see that finally vray will be supported as a third party.  maybe maya is married to mental ray at the moment but would be nice to start moving in a new direction for render support.  Im not sure how much more the mental images people can keep up with vray and other newer raytracing renders.

support for mental mill… again this is something that max has now and would be great in maya.

Id love to see the viewport rendering that max has.  why I have to keep even say this its humbling to see max get all the good updates also but I hate to think that maya has become the number 2 software behind max now.  when did this start happening??



Replies: 1
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I thought the Hypershade was slow until I used Vray. It’s because mental ray just doesn’t cache any of the materials. Vray does however and it’s lightning fast to open and close Hypershade. I doubt it would be very hard to get this feature in there but hopefully they do. Using Arroway textures and mental ray with the Hypershade is suicide!

Author: HamburgerTrain

Replied: 13 November 2009 05:28 PM  
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