Small Annoying Things
PURPOSE
This forum is about all the little annoying quirks and problems in 3ds Max that you might have gotten used to over the years but that might benefit from a second look.
Remember, keep these ideas to tweaks of the workflow rather than large, sweeping changes to the tools. Try to imagine how much effort a programmer has to go into in order to implement your suggestion. Anything requiring major UI changes or new UI dialogs will need to go in another forum.
Feature ideas considered too big will simply be moved to the General Feature Requests forum; suggestions for new defaults should go into the Default Settings forum.
Add your vote to any idea if you also think this is an annoying behavior that needs to be fixed.
HOW TO USE THE FORUM
- Each user has 20 votes for each forum
- Each idea can have no more than 3 votes by a single user
- If you enter an idea, it will cost you 1 vote – therefore try to make sure the idea doesn’t already exist
- The more precise and detailed a description you give, the more likely your idea will rise higher in the list
- When an idea is implemented, votes are returned to all the users that voted
- User can change their votes at any time
- Admins can move, edit and delete ideas as they see fit to better meet the goals of the forum
- We will flag ideas that are getting our attention as “under review”. Because of limits on what we can say publicly, that is as far as we can go with commenting on a particular idea. If it is “under review” it simply means we’re studying it for possible implementation or gathering data, but there is no commitment to do it.
Remember, we do not release versions on “internet time”. Unlike the web sites this was designed for, our process of releasing functionality is much longer term. So there won’t be a constant churn of ideas being “closed out” by us and votes returned to you. For this tool to map to our process, we will be looking at the data during a short period of the year (3-6 months) and deciding what actions to take after that. Don’t expect to post an idea and a month later for us to respond in some fashion to it. The most likely scenario is that you’ll post an idea and if a lot of other people vote on it, we’ll eventually flag it as “under review” – but that could be 9 months later or longer.
Please treat this as an experiment in working with the community. Even if Uservoice is not the final home for this, we’ll do our best to export all the ideas to whatever future system might take its place. Your voice will persist.
Note: It’s important to realize that these lists are simply raising the quality of the feedback we get from the community. They are not a replacement for how we define the features for any given release. They are valuable input, but beta input, product strategy, focus, innovation and other factors are also important aspects we consider.
BUGS
Please report them here:
http://www.autodesk.com/3dsmax-DefectSubmission
AVAILABLE PUBLIC FORUMS
Default Settings
Please tell us which user defaults settings you change the most! Enter a description of the default or ini setting and then see how the community votes on it. Remember these are only the user preferences you can either set in the interface or ini files.
General Feature Requests
Please help us collect ideas for new features and general product enhancements. What’s on your top ten list? Add a vote to any idea you also think is important!
Small Annoying Things
This forum is about all the little annoying quirks and problems in 3ds Max that you might have gotten used to over the years but that really should be fixed.
Remember, keep these ideas to tweaks of the workflow rather than large, sweeping changes to the tools. Try to imagine how much effort a programmer has to go into in order to implement your suggestion. Anything requiring major UI changes or new UI dialogs will need to go in another forum.
SDK/Scripting Enhancements
This forum is about improvements to the SDK or Script-related.
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mirroring objects should not result in flipped normals
When mirroring an object or elements of it, max flips the faces / normals.
To reset the matrix you have to apply a Reset xform and flip the normals. This should happen automaticaly without having to collaps the whole stack of the object180 votes -
Built in quad primitives
Need a sphere (and ellipsoid) where the topology is in quads, avoiding the singularity at the poles.
90 votes -
Inset Polygon should be able to preserve UV's
Inseting a polygon currently creates a new poly for each edge of the original polygon with generally useless UV's, often when I am Inseting a Polygon I simply want the original UV's to remain intact on the original edges that existed. the inset should carry over to the UV's in a similar fashion
83 votes -
Swift Loop to slide partial loops!
In Max 2010 and later Swift Loop ONLY slides entire loops. It should act only on selected edges (as long as they form a loop).
79 votes -
copy and paste xyz coordinates
Sometimes I need to move a vertex to an other vertex's position. But the source and the target vertices are not in the same object, so I can't use the align tool. I think the best way is two button near the coordinate spinners. A "copy coordinates" and a "paste coordinates" button.
60 votes -
System units affect spinner and tool sensitivity
When selecting for example meters as a system units, spinners and many tools in freeform mode (extrude, inset etc...) are too sensitive when creating smaller objects, making them impossible to work with.
44 votes -
Cut tool leaves leaves stray vertices
The cut tool gives you a preview with a changing icon to tell you whether you are connecting to a face, edge of vertex. Problem is, it isn't always telling the truth. You think you are connecting to a vertex only to later discover that you just missed it and therefore created the cut in the face near the vertex resulting in extra unwanted vertices. The preview icon is not in sync with what actually happens. I find I resort to turning on vertex snap but it should work as advertised.
44 votes -
Polygons should inherit smoothing group
When you create a new polygon, say by extrude, or just simply clicking an edge and shift-dragging out a polygon, it gets no smoothing group assignment by default.
So I find myself constantly extruding polygons, selecting them, then assigning a smoothing group.
It should just inherit the smoothing group of whichever polygon it originated from. In the case of a new polygon that was created without extrusion, it should get the group of its neighboring polygons.
43 votes -
Smoothing Groups Visualization
Please make a check box to show assigned smoothing groups on a model. I work on models with many smoothing group numbers assigned. There is no way to visualize the different smoothing groups on the asset without clicking on and off the numbers in the smoothing group dialog box and trying to remember which area is assigned which smoothing number. It would be great if you could check a box toggle that would show the different smoothed regions in contrasting colors or maybe little visual numbers projected representing each group.
36 votes -
Extruding spline with custom/dynamic direction in Extrude modifier
Extrude Modifier should have an option along which axis to extrude (right now, it always uses z axis)
34 votes
AdminMartin B
(Admin, Autodesk)
responded
Merged with request for XYZ axis option for Extrude
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Polytools 'Drag' soft selection
Please make soft selection work with the freeform ribbon 'Drag' function.
The way it is now, we can SEE the soft selection, but it has no effect.30 votes -
Different parts of 3ds Max use independent Ignore Backfacing option
There are several areas in 3ds Max that have an option to 'Ignore Backfacing' (e.g. Edit Mesh, Edit Poly, Skin). This option should be saved in 3dsmax.ini and then be used consistently by all functions.
25 votes -
"Show Normals" Add this missing tick box to the Editable Poly & Edit Poly modifier.
This invaluable problem solving tool is only available in Editable Mesh & Edit Mesh modifier.
24 votes -
Editable Poly should have a normals channel and keep the smoothing of the original mesh when detaching elements.
When you are detaching elements in an editable poly, any smoothing information you've assigned gets lost when you detach elements in an ediable poly. They are not technically lost, but the resulting mesh(es) looks as if it is lost (because the smoothing only works between attached polys).
Here is an example of this: http://area.autodesk.com/forum/t60548
Currently, the solution is to select the mesh(es) and apply a Edit Normal modifier... but that modifier seems to be finicky and its information seems to easily get lost if you collapse the stack, etc. It almost seems like normals should be an integral part of…
22 votes -
Rotate local axis/Pivot
Make it possible to REALLY rotate the local coordinate-system of an object. So it has an impact on extrude direction, loft axis etc.
18 votes -
ChamferBox needs better chamfering
The ChamferBox incorrectly smoothes across it's edges because of the interpolation of surface normals. This causes the flat sides of a ChamferBox to always appear slightly curved.
16 votes -
edge and face selection improvements
Hello the shift and select feature is great to select loops and rings of faces and edges but i think this could be even better.
I proposed this ones to Carl Mikael Lagnecrantz from polyboost.
It would be great to get the step loop function get part of this shift click feature.
lets say i shift select 2 faces or edges beside each other and he creates a loop or ring.
If i would shift select 2 faces or edges later it would just step loop to the selected face or edge. In this way you could select very specific…13 votes -
Switch to the last used transformation or selection tool and not to move when using cut, swift loop.
Switch to the last (Last used transformation or selection tool) and not to move when using cut, swift loop etc...
By default when using select tool -for example- and need to add swift loop after using the tool it doesn't switch me back to my last tool (select tool ) it switch me to move tool? why is that? even when using cut and some other tools
so please make ot switch to my last transformation or selction tool before using it12 votes -
Revise UI limits for some objects/modifiers
- Box segments are limited to 200 per side
- Sphere and Geosphere segments limited to 200
- Normalize Spline modifier does not go below 1.0
- Teapot maxes out at 64 ;-)11 votes -
limited loop/ring
the loop function should recognize it when two edges in a row are selected and select only the edges between them.
additionally it would be great when this would work with faces and vertices as well
11 votes
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