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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Orbit SubObject With Skin Vertices
Orbit SubObject works on the Skin Modifier when working with Envelopes or Cross Sections, but it doesn't work when selecting Vertices. I would be nice if it did.
4 votes -
6 votes
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Nitrous texture settings
Nitrous viewport should display propper texture filtering (ie. pyramidal, none, etc). And as Open GL, it should have parameter for texture resolution. Possibly integrated with scene states.
22 votes -
New FBX Update Required!
Maya 2012 to 3dsmax 2012 users require a new FBX update which requires in the menu option to remove the Maya default Lambert Material when exporting to 3dsmax. If this feature was possible it would be grate as it would save us time entering the code ($.material = null) into 3dsmax maxscript editor listener every time we import maya models into 3dsmax which has default Lambert material assigned to it so we can remove it for adding our own custom colours of 3dsmax. Its annoying having to enter the code in every time if your importing lots of advanced models…
6 votes -
autobackup per open max session
If multiple instances of max are open the autobackup overwrites itself. would be smart to have the autobackup named by filename [filename]_autobackup[numbering] so multiple max instances dont overwrite each others autobackups
23 votes -
Caddie Spinner Values should set the value when you hit Tab.
When using a Caddie to input a specific value in a spinner, you cannot just type a value and hit Tab to see the results. For example, say you want to extrude a polygon on an Editable Poly by 35 units but want to preview that before hitting OK or +. As it is now, you have to type the value in, then hit the Up/Down spinner and then hit the reverse Down/UP to see if the results is what you want. Instead, you should be able to hit Tab to set the value in that spinner.
This makes sense…
6 votes -
Light Lister columns should be expandable so
Light Lister 'Name' column should be expandable so you can read the whole name of a light that has more than 9 characters.
1 vote -
Default hide child nodes
When you create Gradient Ramp, it automatically adds/displays 4 Bezier controllers, and adds more when you add gradient keys. Not sure what the benefit is to adding all those extra nodes, but they get in the way on complicated slate views. Wish we could consolidate into gradient node or hide by default.
11 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 -
Edit UVs from right click menu
Max's workflow has a lot of extra clicks in the workflow. This may just be an inevitable structural problem. Still, I'd love to be able to open up a window to edit an object's UVs with a single selection from the right click menu. (I'm not sure of the official name for this, "hotbox" maybe?) I can go into vertex, polygon, edge modes and such, and it would be great to just be able to dive into UV editing without needing to apply a modifier *and then* click on the Edit UVWs button.
13 votes -
Curve Editor - relative key transforms
There should be a button in curve editor for switching between absolute and relative values in the keys stats value display. This can be done by entering "n+" but no one knows about it.
6 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 -
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 -
drag drop files into max should always bring up the import menu
When dragging and dropping .max files from explorer into 3dsmax, most of the times it brings up the import menu with Open, Merge, XRef. Sometimes it just Merges the file without bringing the menu up at all. If you reset Max, it starts bringing up the menu again. It should always bring up the menu.
5 votes -
Select By Scene window should remember column width
The 'Select By Scene' window should look the same every time I open it. I should not need to drag the columns wider every time I open the window.
4 votes -
add a button in unwrap UVW for open edge select command
There is a commend for selecting open edge in the uvw unwrap modifier but it is only available int the customize ui. we have to add it but I think it is very useful and should be in the menu by default.
1 vote -
9 votes
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Dragging menu of main window in full screen should not be possible
This is an error in 3ds max's user interface programming. If the window is maximized it should not be possible to drag the window by grabbing it with the mouse and moving it.
1 vote -
Select materials that use a particular map
With scenes that have large number of materials it is hard to wade through each material to find which one uses a particular map. It would be useful to go to the asset tracking dialog and right-click to show a list of all materials that use a particular map. Then, select one and it appears in the material editor.
19 votes -
Double click server name also highlights leading slash
When re-targeting assets and double-clicking on the server name, it also highlights one slash before the server name. This makes it harder to enter server names because one can't just type the name and overwrite the old name, one must adjust the selection to not include the slash, or type the slash and the server name. How's that for a small one?
1 vote
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