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.
-
Same buttons and actions in UVW as viewport, e.g shift clicking edges selects the loop
Selection inside the UVW window is horrid. it needs stuff that's already in max, such as shift clicking edges to select the loop/row
Double clicking to select the whole island.
FFDs inside the uvw window
and changing the move/rotate/scale gizmo's to the same as the ones in the 3d view.
what I'm saying is make the uvw window feel like its max and not like you have to learn new buttons
122 votes -
symmetrical uv mapping.
to have symmetrical uv maps, we delete half of the mesh, use mirror modifier and then collapse and merge geo and flip the merged geo's uvs back to uv map symmetrically. huge time loss. it would really help if I could go and say to 3dsmax, in the unwrap uv window, use this edge loop as a mirror axis on the uv map bam! instant butterfly uvs.
57 votes -
Ctrl+click for sub object mode selection transfer for the Unwrap UVW modifier does not exist
The Unwrap UVW modifier does not mimick the functionality found in the Editable Poly or Edit Poly modifiers/class in that if you have a selection, then hold CTRL and left click on another SO mode, your selection is not transfered to that new Sub Object type.
48 votes -
Stitch UV with move and scale as a hotkey
I use stitch a lot and most of the time the Uvislands are not at the same scale. If I use stich by the tools menu it is possible to do a scale/move to stitch but not as a hotkey. Pain...
25 votes -
Please remember settings in UVW Unwrap window
When editing UVs, sometimes I need to tile the texture to see what I'm doing across the edges. I can set that in the Options dialogue box in the Edit UVWs window, but if I ever collapse that window and reopen it or go to another object, the system doesn't remember my options. I'd like the ability to lock in tiling (or any of the other options) as a default. Oddly, there's a button that allows me to reset to Defaults, but no option to lock in my changes. I have to open the Options dialogue each time and make…
24 votes -
pack uv's with respect to non-square texture space
Problem: select some objects, apply Unwrap,flatten mapping, change the texture space to something non-square - 512x256 for example.Scale the UV clusters to remove the stretching that occurs when changing the texture space dimensions, apply pack UVs. Watch the UVs getting stretched again.
22 votes -
Provide setting to weld UV's for unshared verts consistent with Max prior to 2012
The ability to weld the UV's of unshared vertices(not welded in the mesh) was taken away sometime between Max 9 and 2012. There is no setting available to make this consistent to the long standing behavior. This seems to have been changed rather arbitrarily from the way it's worked for years, with no viable alternative to reproduce the established and useful behavior. The only solution is to run a Maxscript on every UVW editor. This isn't practical.
The ability to weld the UV's of unshared vertices is crucial to game development and creating highly optimized meshes in general. Furthermore, it…
13 votes -
12 votes
-
UV Subobject Conversion
With an EditablePoly object, if you have some vertexes selected, and hold the Ctrl key when you click to change the Edge mode, it automatically converts your vert selection into an edge selection. This also works for other switches, like going from Edge to Face mode. The same is not true of the same thing in the UVW Unwrap modifier. I'd like it so if you hold down ctrl when you click one of the subobjects in the UVW Unwrap modifier, it converts your current selection to the selection that makes sense for the new subobject mode, just like you…
11 votes -
Real world scale and scene units - transfer between scenes of different scale is broken.
Me and my team often work in scenes of different scales - for big buildings and landscape designs we use a 1unit=100mm. For small interiors or furniture modelling, we use 1unit=1mm.
When real world map scale is used, objects do not transfer properly between these scenes. The UV coordinates are scaled incorrectly.
I can't recall this was an issue prior to max 2010, but it's clear something is wrong. Map scaling and UVW coordinates should be converted correctly, no matter scene scale.Note also that a primitive with the "Generate mapping.." and "Use Real.." buttons checked will transfer correctly. When…
11 votes -
Loop and ring shortcuts in Unwrap UVW
The Unwrap UVW modifier should have the same shortcuts as Edit Poly.
Specifically alt+R, alt+L for ring and loop
10 votes
AdminMartin B
(Admin, Autodesk)
responded
Since there is a separate request regarding Ctrl-Click conversion, I am going to edit the description of this request and remove that part.
Please revisit this request and verify that your vote is still valid, otherwise feel free to remove your votes and reassign them elsewhere
-
Relax Tool
The Relax Tool dialog box (found in the Unwrap UVW modifier) should have the option to set the defaults or remember last used settings in a global manner. I always use "Relax By Face Angle" with the Amount value set to 1. But everytime I add a new Unwrap UVW modifier the Relax tool has been reset to its default properties and I need to set the values again
9 votes -
Unwrap UVW Freeform gizmo - ability to make sticky
Prior to Max 2012, the Freeform gizmo used to be sticky. In other words, if you selected the Freeform gizmo within the editor, it would remember that choice the next time you used the UV editor.
In my opinion, the Freeform tool is the most useful. Having to select this every time I open an Edit UV window is a huge annoyance and time sink.
Please allow the Freeform gizmo to be sticky, as it was in previous versions of Max.
8 votes -
Seam to seam selections are not saved to the .uvw file
When you save a .uvw file out with the Unwrap UVW modifier, seams that you create are not saved to the file. As such if for some reason you collapse or destroy the Unwrap UVW modifier, you need to recreate all the seams you had by hand once again.
7 votes -
Pelt Selection Improvements
1) In the UVW Editor have a "Select Seams" option for both vertex and edge mode.
2) Have an option to select all pelt anchor vertices.4 votes -
UV Editor switching from full screen to window mode
I often work with UV Editor on my 2nd Monitor in full screen mode. When I click on the icons in the bottom menu and miss them just a tiny bit the UV Editor switches from full screen to window mode. This is really annoying.
4 votes -
Seams selection
I would like to get a simple way (one click button) to convert the editable poly edges selection into a seams selection in the uv editor. For now I have to use UV_selectionfrombase macrosript and the usage is pretty clunky (when it works).
3 votes -
Edge colours to show edge relationships
Open edges in the Edit UVW window to be highlighted diffrent colours to show where they attatch too. This is in Softimage.
3 votes -
allow changing of mat id's for individual polygons in edit uvw's window.
it would be nice to be able to select individual faces in the viewport or Edit UVW's window and change their material ID's without having to collapse the stack
3 votes -
Isoline display affects the Unwrap UVW modifier
If you place an unwrap UVW modifier above a mesh/turbosmooth with isoline display ticked then the unwrap will only display the isoline cage which means you cant unwrap the smoothed object without displaying the full res mesh in the viewport.
3 votes
- Don't see your idea?