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Autodesk Media & Entertainment User Community
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Autodesk® 3ds Max®
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Autodesk® Maya®
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Autodesk® Softimage®
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Autodesk® MotionBuilder®
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Autodesk® Mudbox™
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Autodesk® Sketchbook® Pro
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Autodesk® Smoke on Mac®
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please autodesk, just make it the “actually runs properly on OSX release”
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@autodesk
My update wishlists:
1.Bug fixes: Maya 2012 does crash more often then previous versions
2. Vertex lighting in the default quality render viewport that can actually overbrighten textured objects.
3.Wouldn’t it be cool if multiple people could open the same Maya Scene on a network of computers and all work at the same time in the scene? The updates someone did on one computer would update on everyone else’s in real time without reloading the scene. Certain commands that would effect the whole scene like delete all history would provide a warning before executing or perhaps there could be an administrative computer set up and only that computer could make scene altering and destructive changes.
Sure, this may only be practical for some things in a real production environment, like positioning many objects in big levels but it could be useful for teachers/ students learning, not to mention a lot of fun for small teams to work together on something at the same time.
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I prefer Maya as it is. It´s the most powerful 3D software. Just a suggestion for some improvements in modeling.
1- special duplicate into a surface or polymesh. ( possibly a sort of panelling and spreading patterns into a surface)
2- create a surface by points or grid.
4- deform, scale and fit precisely a flat drawing ( curves) into a complex surface.
3- rotate and scale with reference.
5- connect selected vertex of different objects using connection editor.
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I woted yes, make it a priority.
Despite the fact I have the strong feeling lots of areas need a lot of work. i used 3ds max, but I switched to maya. Some people said “modeling tools like in 3ds max”, but I can’t understand what is so great about the modeling tools in max. They are not great there either.
I said yes mostly for the mental ray part. It should be great to have constant feedback on what is going on(some mentioned the swatches) and a more natural/intuitive workflow. Example: the lens shaders mess up every single pass. No. I know is the other way around, but gamma correction has absolutelly nothing to do with overexposure.
Another thing almost about mentalray: Autodesk put in the substance plugin, but somehow forgot to make it available for mental ray. I had find out after some search that they are not working out of the box, I have to install some other mental ray shaders.
I am mostly a rigger, so I would like to point out that dual quaternion skinning goes crazy everytime I scale the joint on the axis.
funding campaign for my short film: http://www.indiegogo.com/Fishing-lesson-animated-short-film?a=457239
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I submitted this a couple of times and it was ignored till now and it would be my wish to be fixed on Mac OSX.
Here´s the Bug# BSPR-714
And here a quick description for the others:
As every MAC OsX user knows Command-w closes windows and command-q quits the application. In Maya 2011 you could close floating windows e.g. outliner or hypershade with command-w and quit the software with command-q.
If you wanted to quit it then the save-dialog appeared and asks the user if he wants to save the file, quit without save or cancel the operation.
Escape canceled this operation.
In 2012 it is similar to a certain extend.
You can close floating windows with command-w and quit the app with command-q! BUT!!!!
Now comes the big problem, you can also reach the save-dialog with command-w! That means if you have a couple of open windows and close them with the hotkeycombo command-w then suddenly the dialog appears. And now the biggest problem! If you click escape it quits without saving! This is unacceptable since we all get used to the fact that we dont quit softwares with command-w PLUS an escape should not quit without saving. This has nothing to do with re-learning a new hotkey. This is a reflex!
We (my collegues and me) have lost a couple of times a lot of work because of this… I really would appretiate a fix of this!
Thanks in advance
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Maya absolutely needs something to compete with ice. Really needs to be top priority. Mental ray is also struggling to stay relevant. At work we have moved over to arnold or vray. Maya needs to keep up or it’s days are numbered, huge migration to softimage at many studios.
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What is your studio’s name? I’ve been hearing more and more of this type of shift for Soft. I think they need to re-architecture their Hypershade networking paradigm as well, IHMO. It’s sort of a weird island to itself in the 3D world.
Author: LoveFest
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| Replied: 20 February 2012 02:19 PM
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jtraylor 26 May 2011 05:30 AM
I really would like Maya to add a few simple poly-modeling tools that Max has… I know that Maya can accomplish the same things, but they are faster and easier in Max ...
quote :)
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Ok, I was just cussing everything while I tried to render a very simple scene with sun and sky and the use background shader.
Autodesk should really really do somenthing which doesn’t requires all sort of thechnical acrobacies. How about shaders and passes that just work and do exactly what they should do.
So definitelly yes. Rendering is in desperate need of attention
funding campaign for my short film: http://www.indiegogo.com/Fishing-lesson-animated-short-film?a=457239
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I really really would wish, that Mayas tools will become more productive. But becoming more productive doesn´t mean to get more and more tools. It should mean, that the Tools it has might be developed to a point, where the fun using this tool is getting into the hearts of the useres. It means also, that it would have to become to the effectivity like 3DMAX. There are so many many little things that would dramatically improof the workflow - I am convinced, that Autodesk could not imagine. They can´t, because they dont test theire tools really. Or they might be testet, but then the Developmanagement/Produktmanagement (dont know the real responsible Position for that) is under a very sad condition - and I dont know how some tools could even got Beta status at all. And also wondering, why old crap is still kept inside the software, when a other new tool should be a bonification to replace the old. But Instead the new tool was developed ineffectual (spilt polygon Tool e.g.), and (I assume Autodesk know about that) so they leave the old tool inside - the User can decided then, wich kind of pain he likes more.
I work know since Maya 1.5 and I followed of course every state of developing from Release to Release. But the last Releases while the Interface was changed, it´s more and more clear, that since Maya is under the Hood of Autodesk in my opinion a disadvantage for the Users. 2011 was a absolute desaster, wich could only be hardly excused, the the released an alpha version as an Releasecandidate. 4 following updates and service packs emphasizes this. I think that with a a bit of preasure caused by competitors it would spead out much more advantages for the Users.
So, I also heard from some componies, that Max users in avarage also can go home more earlier than Mayausers ... no question about that!
I think sooner or later I have to switch to a more productivity way. if nothing really dramatically happens
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>> The UI is more and more clear >>
I’ve been using Maya since v3.0. 2012 is long over due (vast) improvement that has been years in coming. A big sigh of relief in many work flow improvements, just in finding files and importing objects (arrgh). Hypergraph is faster to work with now, and it’s nice Maya and MR are visually separated and now much more easily traversed.
Author: LoveFest
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| Replied: 05 March 2012 10:21 AM
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Today most VFX and CG companies making in-hose tools, and I think this made Maya a little slow,
>> Maya need Make some big jump improvement on Hypershade-graph,
>> Maya render should completely exchange its position with “Turtle” render engine,
>> Maya Fur should improve itself
>> Note in Maya attribute should be like button to pop up as text or balloon
>> Maya fluid should accept custom textures
>> Maya particle-system is old style, should be in different way, like 3dsMax pFlow and ICE
>> Shatter and break effect is old and has lots of bugs
>> Dynamic-Engine is good but need more works
>> Paint-Effect is really powerfull tool in Maya that a little snubbed, it can be much better
>> Maya has a faster engine compare to other packages and could be better,
Overall “I love Maya”
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>> >> Maya need Make some big jump improvement on Hypershade-graph, >>
I completely agree with re-writing Hypergraph. Blender and Soft are much more intuitive. I don’t like the gnostic approach to Hypergraph nodes and all their exceptions. Their too complicated and require too much time learning. An artist knows what he wants to do; ADSK should make it easy for them, not a R&D project.
>> Maya render should completely exchange its position with “Turtle” render engine, >>
What do you mean?
Author: LoveFest
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| Replied: 05 March 2012 10:07 AM
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