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.

Describe a small problem in 3ds Max that annoys you in your daily work. Please give the steps that show it and describe clearly how you'd prefer it to work. Please include a description!

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  • Hot ideas
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  1. Copy Paste Envelope Length

    Currently, in the Skin Modifier, you can copy the envelopes from one bone to another but not it's length. It would be nice to be able to do this.

    1 vote
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    0 comments  ·  Animation  ·  Flag idea as inappropriate…  ·  Admin →
  2. Lacking several important Shaders every version

    This is the best suggestion for users of Mental Ray
    I suggest firing the trainee who hides Mental Ray shaders every new version of 3ds max.
    Lacking several important in Max 2011, 2012 and 2013 as the twosided. Why do it? Just to complicate and make us edit the libraries of shaders?

    8 votes
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    3 comments  ·  Mental ray  ·  Flag idea as inappropriate…  ·  Admin →
  3. Better transparency in Nitrous

    Better transparency in Nitrous, like in shaded ? or at least without noise !

    6 votes
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    0 comments  ·  Viewports  ·  Flag idea as inappropriate…  ·  Admin →
  4. Adding a closed group to a layer

    Adding a closed group to a layer results in some of the group get in the layer an others do not

    8 votes
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    1 comment  ·  [admin: Needs review]  ·  Flag idea as inappropriate…  ·  Admin →
  5. 1 vote
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    0 comments  ·  Load/Save  ·  Flag idea as inappropriate…  ·  Admin →
  6. Choosing color of displayed edges for selected objects

    When selecting object, selected is always shown in white, and that is annoying and eye intense. Maybe it is not good idea to have option for changing color, but only opacity of white. I think Softimage is having that option.

    11 votes
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    4 comments  ·  Viewports  ·  Flag idea as inappropriate…  ·  Admin →
  7. collapse primitives to editable poly

    If you make any primitive, put a modifier on it and collapse the stack, you're left with an Editable Mesh. Honestly, I don't know who even uses Editable Mesh nowadays. I suppose it should be an option to work with Editable Mesh/Poly by default.

    But one of the things I do a lot is start with a primitive, say a box, then add modifiers on it (say Turbosmooth, or bends etc), then collapse it to have a poly object to work with. Only it gives me a Mesh, and I have to take an extra step each time to make…

    5 votes
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    3 comments  ·  [admin: Needs review]  ·  Flag idea as inappropriate…  ·  Admin →
  8. Color Correction Map's Saturation Produces Artifacts

    Using the saturation control in max produces really odd results, for more information (including lots of pictures), please visit this site:
    http://www.neilblevins.com/cg_tools/cg_wishlist/3dsmax/wishlist_saturation_odd.htm

    5 votes
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    5 comments  ·  [admin: Bug]  ·  Flag idea as inappropriate…  ·  Admin →
  9. Display more information on a crash

    If max crashes, he creates a error report and send it to autodesk.

    IMHO it's a good idea to display information from this error report. So the user has changes to fix the error or go around it.

    15 votes
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    0 comments  ·  General UI  ·  Flag idea as inappropriate…  ·  Admin →
  10. Linking objects in Wireframe mode doesn't provide clear feedback

    In shaded mode, when you link an object to another object, the new Parent object flashes a selection bracket when the link is made. This provides good feedback that the link operation has successfully been made and provides clarity as to which object you've selected as your parent (which is important in complex scenes).

    This feedback does not exist in wireframe mode. In wireframe mode, it is very unclear that a link has occurred correctly. I tend to use the select Ancestor hotkey to confirm that my link has happened correctly.

    I'm pretty sure it used to be that the…

    4 votes
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    0 comments  ·  UI, usability, learnabiliy  ·  Flag idea as inappropriate…  ·  Admin →
  11. unique obj import wire color should default to last object created

    When importing OBJs there's a Unique Wire Color checkbox. This is fine if that's what you need. Turning it off though seems completely useless. Here's what the help says on it:

    "When off, each object is assigned the same wireframe color, picked at random."

    That last part is the problem. It picks a color at random, and it's a real pain for organizational sake. Since we do organize by colors, our options are either random or... random.

    It would be real cool if it could just remember the last color the user has set. So say I make an object…

    3 votes
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    0 comments  ·  Interoperability  ·  Flag idea as inappropriate…  ·  Admin →
  12. Show preview of vertices to be welded.

    It is often hard to see which vertices are going to be welded when you have the weld dialog open, especially in wireframe view and complex/overlapping geometry. I suggest changing the color of vertices that will be welded from the default (red when selected) to something else just as visible (green for instance). This will allow users to easily preview which vertices are about to be welded with confidence.

    8 votes
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    1 comment  ·  Modeling  ·  Flag idea as inappropriate…  ·  Admin →
  13. Don't store max.rayhosts under %ProgramFiles%

    because the normal user can't change the DBR settings, because he has not file right to %ProgramFiles%\Autodesk\3ds Max 2013\NVIDIA\max.rayhosts

    2 votes
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    3 comments  ·  [admin: Bug]  ·  Flag idea as inappropriate…  ·  Admin →
  14. Merging spring controllers confusion.

    Make 2 points, link p2 to p1. Assign a spring controller to the second point. Add a couple of keyframes to p1's position to get the spring moving. Save the file. Merge both objects back in. (keeping same name) p2 that got merged in will now be driven by the original p1 even though it's still linked to p1 that it got merged with. Workaround is that the object with the spring controller needs to have a different name than the one that exists in the scene

    3 votes
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    1 comment  ·  [admin: Bug]  ·  Flag idea as inappropriate…  ·  Admin →
  15. Surface Type Multipliers instead of just checkboxes

    When fine tuning the lighting in a scene, frequently the director will ask for tweaks like bringing down the spec hit from a light. Currently you can only turn the spec off from a light, you can't reduce its strength. You can create multiple lights, but that can lead quickly to a lot of extra useless lights. I'd like to see the Specular and Diffuse checkboxes in the lights changed to spinners.

    For more info (including pictures), please visit here:
    http://www.neilblevins.com/cg_tools/cg_wishlist/3dsmax/wishlist_surface_type_multipliers.htm

    14 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  16. More Compact Interface in Scene Explorer

    There is a lot of space between the names of the objects in the Scene Explorer. This means you have way fewer objects in the window than you did with the old Selection Floater. In the old selection floater, you had 2 pixels between names. Scene explorer:7 pixels. This means where you could display 100 objects on screen with the Selection Floater, you can only display 72 names in the Scene Explorer. I'd like to see the names brought much closer together, so for scenes with lots of objects you can see more of their names onscreen at any one…

    8 votes
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    1 comment  ·  General UI  ·  Flag idea as inappropriate…  ·  Admin →
  17. Track View > Interactive Update > "On" by default

    As far as I know this is not an INI user setting, so I'm putting it in to this forum instead of the DefaultSettings forum. I wind up turning this on everytime I create an animation, it should default to on all the time, and allow users to turn it off when needed.

    4 votes
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    0 comments  ·  Animation  ·  Flag idea as inappropriate…  ·  Admin →
  18. Make it easier to edit output paths in Batch Renderer

    When setting up many cameras in batch renderer you currently cannot clone a camera many times and quickly edit the output path information. You can change the camera and view name easily enough but to change the output path you have to delete the cloned one, open up the 'save as' dialogue box (which by default opens in your previous batch render save location) then navigate to the new folder and pick a file name and format. If you are doing this with 20+ cameras it can be very time consuming.

    It would be much easier if you could simply…

    5 votes
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    0 comments  ·  Rendering  ·  Flag idea as inappropriate…  ·  Admin →
  19. Show Area Light Icon In Viewport

    When setting up a mr Area Spot, when you change the height or width of the area light, you see a viewport icon of the size.

    However, the moment you stop changing the light size, the icon disappears. This makes it very difficult to get a good idea how large your area light is without having a light selected and changing it's value. And this makes it impossible to visualize the size of multiple different area lights at the same time.

    I'd like a checkbox added called "Show Icon In Viewport" which when checked will keep the display of the…

    8 votes
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    0 comments  ·  Mental ray  ·  Flag idea as inappropriate…  ·  Admin →
  20. Make it easy to switch to the legacy "Select Objects" dialog box, instead of the current "Scene Explorer" / "Select From Scene" dialog box.

    Legacy "Select Objects" dialog box is much faster to launch.
    Currently the only way I know how to change it is:-
    If you prefer to use the legacy Select Objects dialog instead of Select From Scene, it’s available as an option. Open the CurrentDefaults.ini file in "\Local Settings" (see Market-Specific Defaults ), find the [Scene Explorer] section, and change SelectByNameUsesSceneExplorer setting. If set to 1, then Select By Name and related commands use the Select From Scene dialog. If set to 0, then Select By Name and related commands use the legacy Select Objects dialog.

    4 votes
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    2 comments  ·  General UI  ·  Flag idea as inappropriate…  ·  Admin →
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