3ds Max general discussion of things i'd like in the software.
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I've got a few things, sorry for the long post. First of all I want to say I love 3dsmax. And I want you guys to continue wanting to make the program better and reliable. I use max in a production environment every day, PLEASE read and take into account the below notes. If I'm wrong and there is in fact solutions for some of these issues below I'd love to hear.
CONSISTENCY WITH HOTKEYS:
I'd like to see some consistency with hotkeys by default. If I'm using 1,2,3,4,5 to change to their respective types (vertex, edge,face,ring, element) I expect this to be the same when I'm in the UVW modifier altering UV's. And this isn't the case. With everything but the element key. I'm not sure why this is the case but it's frustrating.
A PROPER REDO BUTTON/HOTKEY:
The semicolon "redo" is the most frustrating thing also. This should be a universal "redo last action" I believe in Maya the "g" key does this, and works as expected. But in max it only works in specific cases with specific modifiers. It's a nightmare.
If I'm in editing UV's and want to straighten a bunch of shells to edge. I have to grab my edge, mouse up to the straighten button, mouse down, select new edge, mouse back up to the menu, straighten edge... I understand you can hotkey this, but to avoid having to map everything. I should be able to select edge, click button. Select edge, semicolon, select edge, semicolon etc.
FBX EXPORTER:
Another thing to note. Is the fbx exporter, having a box for "Turbosmooth".
To ANY user, this would mean to them, yes I want to export the turbosmooth on the model as well. But for some reason checking the box is actually to remove the turbosmooth? (My understanding to then embed that modifier into the fbx? But not applied) this is very silly and confusing to new users. If you still want that functionality. At least display a description of what it's actually doing.
IMPORTED FBX's AND THEIR LAYERS:
Importing New models into a scene! As far as I'm aware you cannot turn off fbx's bringing in ALL of their scenes layers with them. This is also a nightmare for trying to keep a scene you're working on clean and also importing multiple models, I know you can "clear empty layers" but this is a silly workaround and brings its own issues.
CUSTOM UVW PIVOTS:
Custom pivot points in the UVW modifier. This is something I constantly work around on a daily basis. You currently allow setting the pivot of the selection to corners/centers etc but nothing to allow CUSTOM pivots, in my cases I need scale multiple UV shells by the boundary's of the UV or to a specific grid point. NOT the boundary's of my selection. Just having a button that actives a custom pivot option, which you can then have in combination with the snaps toggle would do the trick.
SELECTION SETS IN UWV:
Selection sets. These should work again, in the UVW modifier as well. You completely negate the power of being able to make complex selections in edit poly, saving the selection in the top menu. Then you can't use that selection when you're unwrapping. Why? For example. If you don't allow for "select similar" while in UVW, you should at least allow us to make our selection in edit poly, select similar, save selection, enter UVW, drop down, hit your saved selection. Another example of continuity between modifiers and the program itself.
SCALE ELEMENTS UVW:
Re-scale elements. Another UVW one. There should be an option to scale/normalize only selected elements. If this needs to be based on the average scale of other shells in the UVW that's fine. But sometimes i'd like to only normalize a few different elements. Not everything.
Hopefully there is some stuff there that already has solutions, and someone here can let me know, but if not some of these features/fixes would be great to have in the package.
Cheers.
