Hi all!
I am a Principal User Researcher on the Maya team at Autodesk and have posted here before when needing to hear from you great users of our software – and you never fail to give great feedback!
On behalf of Senior Management at Autodesk, we want to know how you: feel about Maya, use it, and your perspective about changes between releases of it.
Please complete this survey: https://autodeskresearch.az1.qualtrics.com/jfe/form/SV_8679iNLOIBrJFGZ
We are committed to reading each and every submission thoroughly and are listening to your feedback. Your input is critical in helping our teams understand concerns or challenges you may have with our software, so please be candid about your current impressions of Maya when responding.
Thank you for your feedback!
Best,
Veronica.
I'm relatively new with it , but so far I have had nothing but problems. everytime I import a skeleton with a skin on it , it seems to immediately name the skin as a bone and add it to the hiearchy. then when I try to import back into unreal , it totally screws the skeletons and breaks the game. I don't understand why it would do this? I just want to make some changes to the skin and import back into unreal with the same skeleton.
Bifrost scratch cache / background processing does not work any more.
GPU- Device out of memory happens far too often (GTX 1080).
Does other software just work..?
Hi!
"Bifrost scratch cache / background processing does not work any more."
- Here it works (with Maya 2019).
"GPU- Device out of memory happens far too often (GTX 1080)."
- Details please. At best create a new thread for this problem.
If it's out of memory, than you may need a device with more memory or need to adjust your display features.
Here are my two cents:
First of all, I think Maya is a great software.
But it feels sometimes a bit like a beta-version or something for programmers to me 😉
Some impressions:
- It starts with so many red or yellow error or warning messages when opening
- So often there is only one specific way to solve something and not intuitive enough. I often need to read the "manual" and the manual could tell more about workflows than just the meaning of a "button".
You need to learn how the software wants you to think instead that the software is more self-explanatory.
Also the file management is very complicated.
- Maya is an assembling of many software packages and I think there have been in the past not strong supervisors involved, which have an overall "Vision", which defined master rules, that always are applicable and on which a user can rely.
Just one simple example the order how you have to select things:
You want to constraint something: choose first the Driver and secondly the Object (which will be changed).
You want a wrap deformer: Choose first the object (which should be changed) and then secondly the Deformer.
There are so many situations where an object is passive and the other is active influencing and always it's different.
- Some "software packages" (I just call it like this) of Maya are sometimes not compatible with others.
For a user it's (in my opinion) sometimes better to have less possibilities, but more reliable compatibility. The people praise always Substance, but what substance can only do is just 5% of what maya can do. But Substance does it perfect and it feels easy and this makes their popularity.
Maybe you have a list, which tools are up to date and which are just relicts from old times to save users from frustration:
- Some software packages were just outdated. Recently I tried "3D paint". It took me hours to understand and to struggle with bugs and it worked so slowly and randomly even not at all, it must be something from the beginnings. If you go then in any other application, you start thinking "huh, wasn't that bad in Maya? so much wasted time there"
So the task for the Maya team could be be, to streamline this.
Another similar feedback: Some people in a company praised "softimage", that this is was so "streamlined" and they don't have this in Maya. (I don't know Softimage, so I can not compare this.)
- If you want to win the heart of the single users (and not the companies only, which have of course own programmers, plug-in writers and maintanence stuff), then a single user needs to be able to use it without being a programmer. The future will decided by single users and those students, which learn today several softwares, find their favorites and take them tomorrow into the companies.
Hi there,
Thanks so much for this great feedback! I hope you completed the survey linked in my original post too - it'd be great to have you rate your satisfaction with Maya as well. As for your comments, I hear you completely. There are so many aspects within the software that we could tackle to really make a difference for the folks using it - for us, it's time to get started :-). I will forward your notes on to the team and appreciate you taking the time to respond.
Again, if you haven't completed the survey, please take a second to do that.
Best,
Veronica.
Hi there,
I don't know much about Bifrost or GPU issues but have forwarded your questions on to our UX Architect, and will hopefully get some information for you soon.
If you haven't already completed the survey that I linked in my original post, I'd really appreciate it if you could. I'm looking to get wide-spread satisfaction ratings on Maya.
Best,
Veronica.
Hi there,
I'm sorry to hear that you've been having trouble with this! I've forwarded your notes to one of the Maya designers, who will hopefully be able to help. I'll follow up again once I hear back...
In the meantime, if you haven't already, please take a few minutes to complete the survey that I linked to in my original post. I'm looking for wide-spread customer satisfaction ratings on Maya so that survey is pretty important to us.
Thanks,
Veronica.
Hi Veronica,
I really appreciate that you are making an effort in this area.
However it seems the survey is no longer active!?
Best regards
Morten
Why do the move keys tool options not work in the modern graph editor. I use the move falloff settings all the time. I'd love to prefer the new version of the graph editor, it has some nice features, but it just doesn't have the same level of functionality as the old GE. So many simple things like this prevent me from utilizing it. Why is selecting the curve now set to a hotkey? Wouldn't that be better in the preferences since most animators are used to that functionality already? Why does the I+middle mouse key no longer insert a key? Now you have to right click and set a key on the frame your playhead is on. I've checked and double-checked my hotkey settings of the insert key, as well as the default hotkeys, but still get the same results. And please don't ask me to reset my prefs.
Are these features intended or should I report these as bugs?
Additionally, I've suggested before that if autodesk added playback and middlemouse functions from the timeline to the Modern Graph Editor, you could functionally replace the timeline all together.
@stevetoons I understood the request for feedback here more generally, how it feels overall or which are general wishes and also what seems already good to you. Which role it plays maybe for you etc.
Not in detail of specific tools, because you can find plenty feedbacks in the ideas section.
My own feedback:
For me personally Maya is rich on possibilities and a good main application, even if you need to work in conjunction with other softwares, that have their own special fields.
And of course everybody hopes it's developing further 😉 I'm happy, that we got rid of MentalRay 3 years ago. The market is developing so incredible fast, that I think it's not easy to keep pace with such a huge software package.
I once heard from a developer of wrap3 (a every small software only for unwrapping), that he wrote, he had success with their software, not because they can do everything with, but they at first try to be the best in the fields they serve and to keep the handling easy and reliable. And after that they of course also develope new stuff…
That's a bit similar to what some wrote here already and it's the way Maya is already going (Arnold or Mash for example), Making tools faster and easier...
I was instructed to post my issue here, however, I do not believe this is a technical forum.
One area of Maya I feel is missing is a robust scattering tool. Xgen is great but continues to have limitations with scene scale and ease of use. Mash is currently failing in rendering Arnold ass files (but does work with instances ), leaving us with age-old scripts like spPaint 3d.
Thanks for the great improvements we have seen over the past couple of years.
Alex
Hi Veronica,
Thanks for your reply. I appreciate your efforts here.
I think commenting in the wild would be too extensive. I come from Softimage XSI, and having used Maya for over two years now, I am still very unhappy. This is not your fault, and I want to try and be constructive. There are however too many areas that need improvement in my opinion, and it would perhaps make better sense to focus on the ones the devs are also focusing on. Also categorizing the topics is of course important, so the input doesn't drown in too much diversity. I have posted in the relevant suggestion forums several times, but it is unclear what if any of it is being considered.
I will keep an eye on your next survey for sure.
Best
Morten
Hi@Anonymous I heard this "softimage" comparison quite often. Could you just give any example, what you mean, so what in general makes the "bad" difference for you?
The very first crucial thing:
Releasing bug patch quickly, It's really unbearable to have to wait 6 months or so.
Maya 2019 was released in January with of course as usual a bunch of critical bugs; 5 months later still nothing.
(Practical case, in maya 2019 bug n°84465 was fixed regarding the Render setup, but wasn't introduced to maya 2018 update 6, basically the render setup is unusable).
When Houdini 17.5 came out there were critical bugs also, but they got fixed 2 weeks later!
Also the release scheme is really bad, you should stick with big major release for features and focus patches for bugs along the year. (eventually having a .5 version to introduce new features and after that only stabilization.).
Doesn't make sense to randomly introduce features that will introduce inevitably another set of bugs.
Hi @Anonymous
How long time do you have?? 😉
The short vesion is that XSI has a much more sleek, intuitive, consistent, non-linear and generally more powerful interface that makes most work a lot faster than in Maya, but it would not be very helpful without examples, so here goes:
I know that even both apps are very similar in capabilities they have a very different design and one needs to adapt a new workflow to some (a large) degree to use one or the other. I mention this because I do understand I can't expect Maya to work like XSI. I should also mention I have learned many different applications over the years and generally enjoy learning new tools that give me more capabilities. Unfortunately the experience with Maya is like being forced to move several steps down the ladder...
This said, there are many profound differences, the main one being that the XSI developers managed to create an extremely streamlined, intuitive, easy to use and fast platform that presents users with a plethora of options rather than limitations, all to provide flexibility. It is very consistent across the interface (which Maya is not) and everything is created from the bottom up to work as transparent and effortless as possible, so for instance radically different modules/functionalities share the same UI paradigm and are generally very stable. In contrast Maya shows its age
and appear as a patchwork of poorly implemented bandaids. A simple example would be how numerical boxes in Maya act differently to the usage of punctuations and commas... In XSI it doesn't matter and you can do math directly in the numerical box which forces me out of Maya again and again to use a Windows calculator - dooh
All in all it means I work considerably faster in XSI than in Maya because there is less hassle and much more flexibility.
More specificly on functionality:
Operator stack:
- XSI has a very comprehensive operator stack which allows transparent, non-linear editing of earlier applied operators without breaking anything unless you break simple logic like vertex count before ops that depend on component selections.. This only works to some degree in Maya, where I find myself forced to work in one or very few ways to achieve something specific.
Construction modes:
- XSI has a concept which is missing altogether in Maya, Construction Modes. There are 5 Construction Modes - Modeling Construction Mode, Shape Modeling Mode, Animation Mode and Secondary Shape Mode. Each allows relevant individual operator stacks to be stored. Basically they are evaluated sequentially, meaning the first Construction Mode: Modeling has all operators evaluated before Shape Modeling which is fully evaluated before
Animation etc. What this means is for instance that I can have a fully rigged and animated character. If the client want modeling changes or something that requires rigging changes, all I have to do is to go to the relevant Construction Mode, make the changes and off we go, everyting works with changes propagated. So I can add geometric detail to the model, weighting on the rig is propagated, any weightmaps (scalar per vertex
data used to drive anything) applied will propagate, so no surprises when I go back to evaluation of all Construction Modes - the rigging and animation are intact and I can get on with the next item at hand. Try that in Maya...
Generally making geometry changes in XSI propagates with interpolation to UV's, skinning weightmaps, scalar vertexmaps etc without a hitch - not common in Maya.
The Explorer - Outliner on steroids:
The XSI Explorer is the equivalent of the Outliner but provides uncluttered access to everything on any object. I can inspect any object, see which operators are applied where, in which sequence and in which Construction Mode, and open any attribute or operator directly from the explorer. Beats flipping through tabs of attributes in the AE trying to find the relevant one by a large margin. Also I can open as many Explorers in different viewmodes or scrolled to different content as I want, making tasks like multiple contraint operations (rigging) easy and transparent. I hate
constraining more than a few objects in Maya at a time - you easily loose overview.
Hypershade:
A massively slow, bloated piece of crap interface. This is where I probably waste most of my time compared to when I was working in XSI. The Hypershade takes ages to open if you have production scene amount of shaders, and I have numerous freezes and crashes when working with it.
The nodes have inconsistently colorcoded in/output ports and data conversion is not done automatically like in XSI forcing me to either find the right conversion tool, or sometimes expand RGB ports and plug into or out of three ports when one port could do it (like in XSI).
Shadernetworks rearrange and autoarrange horribly with crossed connections and there is no way to preserve a particular shader network layout (how the nodes and connections are layed out. This is standard in XSI. Also when copying a shader node branch, it often gets positioned atop existing shader networks, and then I need to drag every node separately. In XSI I can middle click the rightmost node and move the entire branch.
In XSI I can select an object and hit 7 key which instantly opens the Render Tree (shadernetwork UI) for that material only (which is why it is fast) - extremely fast and much easier to ensure I am editing the right shader.
In the Hypershade, when I want to add a new node, I click it and it appears where Maya deems sensible so I have to go look for it or dig it out of existing shadernetworks - in XSI I drag it in and position it where I need it, and it will autoconnect if I drag it on top of a node connection. In XSI if I want to connect a scalar node to an RGB port, or vice versa, XSI automatically inserts a conversion node... saving time and frustrations again.
Screen estate:
Mayas UI layout is wasting oodles of space on insignificant things which basically means it sort of requires a dual screen setup to work effectively. XSI has optimized the content and size of property pages (XSI name for attributes sort of) and you can open them all floating at will and move them where you want, contract and expand as required and generally position them so they are not in the way of what you are doing in your viewport. In Maya with one screen only, I have to keep moving windows around that are too big for the content they display, obscuring my view and slowing me down.
The very annoying one - converting SRT to Motion Path:
In XSI I can directly convert SRT animation to identical Motion Path animation (Path animation in XSI) and back. This means I can do very complex editing of for instance 3D tracked cameras. If I want to keep the speed intact but remove minor kinks/noise in the position, this is possible by editing the Motion path (curve) without affecting the speed. If I at some point want to change speed along the curve, I can do so subsequently. If I for some reason need world space coordinates again, I can convert back to SRT. I have yet to find any tools in Maya (including search for scripts) that can do any of this. For some things, and especially for fine editing of 3D tracking data, this is an indispensable and simple tool set. It is also the only ay I know of to speed ramp a camera without affecting its flight path.
ICE:
This is almost too much to explain, but basically a point and data manipulation tool that works very much like Houdini. Particles, hair/fur, fluids (volumetric and water), surface deformation, procedural modeling, various simulation, motion graphics, you name it. All wrapped up in a non linear consistent node based UI whch is multithreaded and fast. I have used it on pretty much every production for the past 6-8 years until I had to switch
to Maya, and it is sorely missed. A tool like MASH can handle some of the functionality ICE provides, but MASH is like a black box made to specific tasks compared to ICE, and while powerful, MASH is inconsistent and a bit clumsy for particular things, especially large scattering tasks.
Render Setups - Render Passes i XSI:
XSI had Render Passes with comprehensive overrides since at least 2006 - we are talking more than 13 years. Render Setups in Maya since 2017 looks like a very similar implementation and is a huge step forward from the legacy Render Layers, but still a bit clunky and a bad biggie is you can create overrrides on objects that are already overridden, leaving it to Maya evaluation order (i guess) to figure out which override to use - bad practice!
Graph Editor:
Bad, clumsy and slow handle manipulation. In Maya if I want to edit a function curve (graph) freely as in drag the handle to the length I want to get the desired curve, I first have to select the curve, go to menu curves and and schange the tangent weight, then right click and free tangent length before being able to drag the handle longer or shorter. The tangent on the opposite side of the key will scale accordingly despite what I need, and in order to avoid that I have to break tangency, which I don't want. It is a horribly clumsy and click/time consuming proces to edit
graphs in a comprehensive way in Maya. I loathe it. In XSI I can drag one handle as I please, lock it if I need it, enter numerical values for its length and angle independantly for each side if I want - total freedom directly accessible.
Expressions linking parameters:
Drag and drop in Softimage - need I say more. I open the parameter I want to drive, and the parameter I want driven, drag and drop the driver paramter on the driven, and an expression link is created. Right click on it and I can edit the expression for more control. Easy, comprehensible, fast and simple.
Constraint, expression evaluation sucks:
I once had to set up a rather complex wheel suspension rig, wishbonestyle, with interlocked arms and joints and shock absorbers. I managed to get it working and could see it function in my playblasts, but when rendering they came apart, and upon opening the scene again, they had fallen apart, with some obscure offset in some of the contraints, but not all.
I was fairly new to Maya at the time, and consulted our Maya artists, who had little clue but said, fix it and bake the animation before rendering. It looked like an evaluation order thing, which broke the system, but neither I nor the other Maya artists were able to find a solution.
Needless to say this is cumbersome, timeconsuming, not non-linear, and generally unsatifsfactory to not have a working functioning suspension rig.
The exact same setup in XSI (where I had workbenchhed it) worked flawlessly. Obviously this is likely down to my lack of knowledge of Maya constraints, but very frustrating.
The Animation Mixer - Trax on Steroids:
Softimage invented the concept of Trax - in XSI Animation Mixer, with more powerful tools and flexibility than Trax.
(these are words from an XSI/Maya TD's - honestly I have no experience with Trax yet, but have used The Animation Mixer extensively.
My experience after 2+ years of working with Maya is that it is clumsy, slow, cumbersome, unintuitive and flawed. A lot of functionality requires some 50% more interactions of the user than in XSI which translates directly into waste of time. And I do know about the hotbox. DCC switching TD's and artists generally mention a 25-50% slowdown when working in Maya vs XSI and it translates into having seen impressive productions done with minimal staff in XSI which would usually require many more hands in a Maya centric pipeline.
On the plus side (after 2+ years): Good modeling tools (although lacking comprehensive op stack & construction modes), good UV tools, sharing shader nodes.
That's it....
On a constructive note, I should mention, that despite my previous post appearing as a big rant, my goal is to participate in improving Maya, so I and my fellow XSI switchovers will have fewer headaches in the future 🙂
Obviously this requires hanging the dirty laundry in the open, but I hope Maya devs are listening and getting good ideas...
I Just wanted to say here that I do appreciate what you guys are doing and you should take my occasional curt criticism as praise in so much as I think Maya is worth improving and I think you can do it.
I am a long-time Maya user and am very aware of Mayas quirks, but my focus is to make cool stuff and help others make cool stuff, so I will always point out where Mayas quirks prevent people from making cool stuff.
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