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My Most Wanted Features for Maya 2011
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  • Braden99
  • Posted: 30 September 2009 08:43 AM
  • Total Posts: 115
  • Joined: 2006-12-25 05:34:20

Maya 2011 Most Wanted features

QT interface rebuild, with built in Render, Animation and Modelling workspaces, etc. You should also be able create your own workspaces and save to disc. Application windows should be able to be docked, torn off, and resized in unlimited ways. Rebuilt hypershade, Visor, and file browser.

Render passes fixed, with lower render times, and full linear workflow automatically caculated if turned on

Stronger and faster viewport, load higher resolution textures up, faster, and more reliable at displaying multiple texture channels simultaneously. Currently viewport is very weak at displaying textures, particularly multi channel shaders. Also optimise large polygon count and number of objects

Nucleus optimisations, more multi core, and general fine tuning across the board, and a new nucleus module, nFLuids would be great

Interactive Work plane, can be aligned to any selection, including objects or components on diagonal angles, thus re orientating the world around objects, making it easier to model and adjust vertices, on diagonal angles. Also all new geometry would be created on this plane, and you could use it as snapping plane. I could go on, but check out Modo implantation, it’s fantastic, a major feature of Modo.

Shader overides, eg overide a few values without needing individual shaders

Inset edge tool - similar to Extrude, but for more complex instances (see 3D max, modo, and most 3D tools, but Maya doesn’t have it)

Insert Edge loop have option to “Maintain surface tagency”

Fill hole tool to have option to “Add topology to filled geometry”

Better measuring tools

Better unit implementation (cm, mm, m etc). Maybe display all units in channel box, and allow mixed units, eg 1000m, and 10mm for different attributes at same time.

Retopology tools, with point create mode, and freehand sketch style

IES lighting implemented in nice way

Better selection, Transform, and pivot point tools
- eg select first edge and double click last, for partial edge loop select, currently only works once, you should be able to repeat this many times
- Same as above but for faces
- “Screen” mode for Move, Rotate and Scale, thus transform will be done in relationship to current camera view
- Rotate pivot point, and copy or transfer pivot point from one object and paste on to another
- Bring select every N edge from bonus tools into Maya, but add ability to select last edge, thus you can select every 3rd edge or 2nd, but only up to a certain point in model. Very handy, currently you have to paint out many edges after using this tool
- A method of growing/shrinking partial edge loops using hot keys. Maybe assign shift+directional arrows, to grow partial edge loops by one component along the loops direction (Also allow this to work with multiple edge loops)

Right click viewcube to put it into Orthogrpahic mode, and suddenly this tool becomes very useful, keep perspctive mode as an option (the current style, for the rare instance you might want it)

Scale and rotate tools should have normal average mode

Drag and drop materials on to render view window, on a per object basis

More modelling tools with support for reflection, including split polygon and insert edges.

Improved animation skin weighting, less random painting back and fourth

Position objects along path, should create a node, which you can choose how many objects are created along path, and have some spacing, rotation settings etc

Basic CC, levels, gamma adjust in Render view window, better commenting system (ability to change many meta data), ticking system to Batch Save render session to HD

Built in uninstancer, to bake them to keyframes. This seems like it should be already part of Maya, because it’s important

Built in method to change order of custom attributes in channel box

Allow render layer overides for camera bookmarks

A range of preset widget graph shapes, as flyout menu for nParticles, and other areas of Maya with widget graphs. Also allow widget shapes, to be copied and pasted between multiple attributes, or even different nParticles nodes. User currently spends a lot of time making similar graphs

Be able to select and move multiple curve points on widget graph for particles, and other widgets (shift select). Also use shift to constrain to either vertical or horizontal movements (using shift+MMB). You can already move multiple points in graph editor, with shift for constraining the axis of movement. This would be very handy to much more quickly edit/re-time particle animations.

Particle and nParticle widgets, needs ability to set Min/Max of graph display. Any values outside 1 (or below 0) are clipped, and it is hard to tune like this. Should be able to change display range, both min and max (also set min below 0). Min and max of graph display should be able to be individually changed for every widget graph on nparticle.

Particle and nParticle widgets need arrows to switch between curve points. It’s hard to select individual points to check values without moving point, or adding new point, especially when points are very close together (almost impossible with wacom, must use mouse currently)

More hotkeys, here are some thoughts:
“ctrl+alt+d” = deselect
“ctrl+alt+a” = select all
“ctrl+alt+ i” = inverse selection
“ctrl+alt+s” = save scene as
“ctrl+alt+p” = preferences
“ctrl+alt+|” = plugins
“ctrl+alt+/” = set project
“ctrl+alt+<" = render view window >“ = render settings
“ctrl+alt+t” = trax editor
“ctrl+alt+o” = outliner
“ctrl+alt+h” = hypershade
“ctrl+alt+j” = hypergraph
“ctrl+alt+k” = graph editor
ctrl+alt+b” = blendshapes
“ctrl+alt+r” = relationship editor
“ctrl+alt+c’ = connection editor
“ctrl+alt+s” = attribute spread sheet



Replies: 1
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a simple support for particle instacer to be able to read animated shapes and use it per particle base.

Author: nugas

Replied: 15 October 2009 01:44 PM  
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  • Location: INDIA
  • Total Posts: 219
  • Joined: 2008-06-03 20:58:59

I just like all of urs suggestions but fears only for one thing .

Is Autodesk going to consider its viewers suggestion if so than we need all of these in 2011



:kiss:

Replies: 0
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  • strob
  • Posted: 05 November 2009 11:06 AM
  • Total Posts: 2
  • Joined: 2006-08-24 20:16:08

LINEAR WORKFLOW!!!!

It is so easy in max and so outdated in maya… It’s time for small implementation in 2011!

I understand now why master ZAP uses max.



Replies: 0




   
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