Maya 8 wishlist!


#333

Sorry I forgot my link. I’m not familiar with zBrush, so I’ll list the new UV changes here:

*Polygon UVs menu reorganization

The Polygon UVs menu is divided into two new UV-specific menus as part of an overall polygon menu reorganization. The two new UV mapping menus are named Create UVs and Edit UVs and are located in a new menu set named Polygons

*UV Texture Editor updates

The toolbar in the UV Texture Editor is reorganized to better reflect user workflows. In addition, the items named Selected Images and UV Sets that were previously at the bottom of the Images menu are now separate menu items named Textures and UV Sets.

*Transfer polygon attributes between meshes

Maya can now transfer UV, color per vertex (CPV), and vertex position information between surface meshes that have differing topologies (that is, the number, arrangement, and connectivity of vertices on each mesh is not identical) using the new Transfer Attributes feature.

*Move UV shells in the UV Texture Editor

The UV Texture Editor now includes a new Move UV Shell Tool to let you quickly select and reposition UV shells as they appear in the 2D view of the UV Texture Editor. The Prevent Overlap option prevents the shells you move from overlapping other UV shells.

*Display overlapping UVs

The UV Texture Editor now provides the capability of shading UV shells in order to determine areas where UVs overlap. The new Shade UVs feature shades the UV shells with a semi-transparent color. Regions of overlapping UVs appear more opaque than regions where no overlap occurs.

*Display the winding order for UV shells

The UV Texture Editor now lets you see the winding order for UV shells with the new Shade UVs feature. Determining the winding order helps to understand and troubleshoot the mapping of textures on a polygonal mesh. Depending on the orientation of the UV shell, the shading in the UV Texture Editor will appear in either blue or red.

*Improved tangent space calculations

When creating a model using mirrored geometry or UV mapping, mirrored faces will have their UV winding orders reversed. In previous versions of Maya this would always result in a flipped binormal, and the normal and bump maps would appear inverted. You can correct this using the UV Winding Order Detect option on the Shape node to calculate the binormal based on the V direction of the UV mapping.

*Support for left handed tangent space normal maps

You can now choose to work in a left-handed tangent space in Maya. This allows direct compatibility between Maya and external game engines and environments that use or require a left-handed coordinate system. This affects both the generation and display of normal maps.

*UV layout options improved

The UV Texture Editor now has improved options for automatically optimizing the space between UV shells when they are laid out. New Shell stacking options in the Layout feature (formerly Layout UVs) specify how the bounding box is created around UV shells when the layout occurs. The new Shell stacking option is also available with Automatic Mapping to create UVs.

*UV options for polygon primitives improved

The terminology for the creation of UV texture coordinates for polygon primitives has been changed from Texture to Create UVs in the primitive options windows to better reflect what occurs with this option. In addition, there are new UV options and default settings in many cases.

*UV unfolding options enhanced

The Unfold feature (formerly Unfold UVs) has new options to constrain the unfolding of UVs. You can constrain the unfolding of UVs in either a vertical or horizontal direction as they appear in the UV Texture Editor.

*Mapping UVs guide in the Maya Help

The UV mapping and editing documentation is now contained in a separate user guide within the Maya Help to better reflect user workflows. This documentation is now located in the Mapping UVs guide within the Modeling section of the Maya Help.

As for the other features, go to this thread:


#334

damn, so stupid peeps at autode$k. Why on earth didn’t they publish the whole feature/changes list on their site and didn’t even post the demo videos?
really hard to understand why, they’ve only raised uncertain among the users… maybe they’ll update the web-page soon though.


#335

Yeah, I wonder why they didn’t brag about their changes more. It made a lot of people angry when they didn’t need to be. There are quite a few lists or improvements like that in the new Maya 8 docs, apparently, and they have Flash video examples to go along with it.

They should just put that online and people might relax a bit.


#336

This three features looks great!!

[]s
carlos


#337

Oh yes, cannot wait for them Flash Demonstrations ! :slight_smile:


#338

I installed last night. To be honest I liked the old desktop icon better, but I’m sure I’m a loner on this? Anyways, the first thing I did was do a search in the new (slow but feature filled) help menu for normal maps to see if there was any new features since all the learning on the matter I’ve done lately. Anyways, the surface sampler is not called that anymore (I think its called transfer surface or something like in version 6?) and there isn’t barely ANY info I found in the help files for Normal Mapping. I thought there might be something more in competition with ZBrush on that matter but…

If anyone finds any cool new features in this regard let me know PLEASE : ) Maybe I’m just really missing something like normal?


#339

how many MR satellite nodes do you get with maya 8 complete…? is it still 3 additional cores?


#340

I think the fact they made the jump to 64 bit is huge. As well the internal vert cashing is badass. Man, that is going to come in so handy. As for lots of the other stuff, probably will not touch it or can do without … However, I may be jumping the gun, but out of my lack of knowledge, didn’t they integrate a Python wrapper to Maya? I know there was a thread where they were talking about it … I’m pretty sure they did, this is also pretty nice …

Does anyone know exactly whats new/changed with the mental ray translator? I’d hope that it is getting closer to completion (at least in the realms of XSI) … but, I’m going to go out on a limb and highly doubt that :slight_smile:

az


#341

It says in the docs that the Maya to Mental Ray scene translation time has improved in speed.

:slight_smile:


#342

The Docs are way better than past versions.
There are some GUI enhancments and good bug fixes that I am happy with.
Some important OSX features / bug fixes / limiatations that have been addressed.

I am not sure what I can / can not say about the Maya 8 release, so I will leave it at that untill it ships.


#343

are they OS X bug fixes that were already available through the new patch list for Platnium members or other new things? Seems like bug fixes should be available for free (Platnium member or Bronze) via a regular software update vs paying whatever price for the new version of software that should have worked properly from the start, since thats what you paid for…

I’m not trying to put a negative spin on your post tcomputerchip I’m just talking out loud (kind of). I was REALLY frustrated with the release features on the website but once I downloaded it I seen that there was alot more to be happy about then shown on the website. I’m REALLY upset that there was no 64 bit version for the G5’s but another forum member warned me about that months ago so I was prepared for disappointment. I REALLY hope they put out a 64 bit Universal Binary update right after Apple releases the MacPros (if they end up 64 bit?), but I’m sure thats completly illogical thinking…but we can all hope right?

Last night I had my perspective view lock up to not allow anything but Zoom in/out or the hotbox command? Not sure if thats a Maya 8 bug or a bug with my own system (os x) but it was strange…


#344

I think being a bit patient is the best course of action, AD have to see whats happening with apple, and untill thats definate they probably will not release a binary. In an dieal world they would be able to cater for eveyone, but thats the way the cookie crumbles.


#345

Well, the implementation of the code on the OSX as been moved over to a more modern method for the OSX platform. I don’t see it being to much a problem porting the 64-bit release to customers who request them. ADC is next week so we will see if the final beast that everyone is waiting for comes out.

I am not sure of the options for a Bronze memeber as I have Gold access. So I can see everything. Contact Autodesk if you are missing something in your account.

You should have access to the latest commercial release at least; but I am not sure of the patches or beta fixes / releases.


#346

I won’t comment anymore on why I feel you have been unprofessional. I will just let that issue drop.

I would like to make it clear though that not once have I bashed Maya or the release of version 8. I have been using the PLE version of Maya 7 and think it’s great.

I like the software so much that I ordered Maya Unlimited with the Platinum Subscription today. I can’t wait for it to arrive.

-Jim


#347

i’ll try asking this one more time… :wink: with 8.0 does MR for maya support the same 3 satellite nodes with Complete… or have they increased this…?


#348

Just check out this cool thread:

Still think AD are screwing up Maya?


#349

1.) I would really enjoy a cosmetic upgrade. Sort of like this classic paper on Maya UI Upgrading:
http://www.pixtur.de/text_maya_redesign.ger.html

2.) And for got sakes, a PAUSE BATCH RENDER BUTTON. Not kill, not reduce CPU level, not cancel. Just pause, like if you need to load up another program for a min or two, or ten.

3.) Precise scale, rotate and trans tools. Kinda (or exactly) like Max has. I suppose this could be hidden in there somewhere but seriously tho.

lots more but, I think those are great starts.


#350

#1) a render managment utility from Autodesk, it doesn’t even need to have network rendering integrated, but queing, a progress bar, notification (sound or email), and a pause/resume button. (itsn’t it funny how low end programs don’t have this - high end ones do - and here maya thinks they are so uber high end that people just can just go get or write their own? what about us small studios that want something reliable)

2) less middle mousing - I freegin’ hate using that scroll wheel button after long sessions with a cramped up finger. (IE right now to work in the graph editor it needs more middle clicks than lmb clicks, why?)

3) Neater UI - in some areas, I think they have the hardest menus to grab and sloppiest dialog layout ever. It’s a top dollar program and it doesn’t look polished! at least make the dialog window properly sized to its contents

4) Hotkey editor
- Currently it takes many clicks to find out and change what you need especially if you don’t know where a command lives. I don’t like the way it is now.


#351

[QUOTE=polysmith][/QUOTE]

polysmith Internet archeologist? :slight_smile:


#352

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