Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Adam, Thanks so much those points are really helpful to us and thanks again to give information in such an organized way! Shuting From: Adam Sale adamfs...@gmail.commailto:adamfs...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Sunday, November 30, 2014 at 6:34 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Hi Shuting, echoing the sentiment of others, I really appreciate your approach to improving Maya based on the feedback of Softimage users. My main points re: the outliner and possible improvements based on Explorer and property pages. 1) Disconnect between multi ppg editing across the Maya. Channel box vs Attribute editor. 2) Filtering in the explorer allows me to manage my entire scene, in a single explorer or multiple instances of it, with locking, recycling, or recycle similar options. I can't do that with the channel box. I can with the attribute editor, but then lose the ability to multi edit. 3) Back to filtering, being able to see objects, params, groups, etc gives me a much easier way of looking at a complex scene on a number of different levels. 4) Explorer as a pass management system. 5) Filtering in the explorer based on Passes, Scene, Layers, 6) F3 pop up explorers are huge timesavers. 7) Drag and drop onto attributes, keying with a single click. On that note, RMB and having to choose key selected in Maya is highly inefficient. We should simply have to LMB on the attribute. RMB should be for secondary functions. 8) Being able to view an operator stack with D and D re-organization. I know Maya has the input shuffling feature, but its not a part of the Outliner, when it should be. 9) LMB node and MMb Branch Selection functionality. This is one of the most maddening things about Maya. 10) Color coding of node, branch and multi selection is very confusing. For example, I select the root joint of a chain of joints. They all turn green. I shift select the next joint down to multi select it with the first, now the first turns white and the rest green. So instead, turn off child selection highlighting. Now what happens is still kind of confusing. I select the first joint in the chain. It turn green, the res turn pink. I shift select the 2nd joint to add it to selection. The first joint turns white, the second green and the third pink. From a new users perspective, its even more bewildering. In Softimage, this is handled elegantly and simply. Never any confusion. Child selected object, white, If you shift select to add another object in multi select, it too turns white, the other bones remain their original colors. When you MMB or Tree select objects, the whole hierarchy turns white as you would expect. If Maya users are used to this behavior fine, but an option to switch this behavior would be so welcome. 10) Use of Model spaces to further organize a scene. My Maya scenes just don't seem as elegantly clean and organized as my Softimage scenes. The visual idea of a model node went a long way to helping me feel like I had my house in order. If Assets are supposed to be the equivalent of models, then they need to have a RMB option on them to Export the asset quickly instead of having to jump up to the top menu, or marking menu. Sets, should also be allowed to reside as children of an asset. 11) Explorer visualization of hierarchical connections. I have a hard time explaining this, and looking back and forth at the explorer / outliner, I think it may have something to do with the way the indented lines denoting the parent child relations extend all the way through to the icons in the explorer, whereas in Maya, there is a space between the icon and the connecting hierarchical line. It may not seem like much, but when looking at massive hierarchies, I just find it a major benefit in Softimage in being able to instantly understand the relationships between the various parts. 12) Ability to parent sets under models. Currently sets make the outliner incredibly messy down near the bottom. If we could pair sets with a model type node, this would clean things up even more. 13) Ability to show all attributes under an object. Thanks for the ear. Adam On Sat, Nov 29, 2014 at 1:17 AM, Simon Reeves si...@simonreeves.commailto:si...@simonreeves.com wrote: I have context scripts so select object(s) right click a second and either 'parent to' or 'parent match' (sibling? :)) I find that very practical. On Friday, 28 November 2014, Grahame Fuller grahame.ful...@autodesk.commailto:grahame.ful...@autodesk.com wrote: Or accidentally selecting Copy Here instead of Create Shortcut Here... gray From: softimage-boun...@listproc.autodesk.com
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Simon, I am wondering if you are on Maya beta. Let me know if you are not. I can set up your Maya beta account so you can try to play with the latest node editor. It has lots of update since 2015 release. Thank you, Shuting From: Simon Reeves si...@simonreeves.commailto:si...@simonreeves.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Thursday, November 27, 2014 at 12:47 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor I've only used maya a tiny tiny bit, but Im glad I can see a lot of stuff in the node editor. With the properties of the node pops up in the attribute editor, that's just like looking at everything through the render tree in xsi (which I did, passes, cameras, lights) this is a bit mad though [Inline images 1] Simon Reeves London, UK si...@simonreeves.commailto:si...@simonreeves.com www.simonreeves.comhttp://www.simonreeves.com www.analogstudio.co.ukhttp://www.analogstudio.co.uk On 27 November 2014 at 09:45, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Hi, I think it would be great if we can have colour-coded nodes in the Outliner. A bit like the way you can do that in Softimage. It is not very important, but would be helpful for keeping things organised. Also, middle-click to select hierarchy is really handy. Please can we have that? Thanks! From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Shuting Chang [shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com] Sent: 26 November 2014 02:06 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD. attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Francois, Thank you for your understanding. Really, I want to say is that the goal of improving the software is to make people in this field work less overtime. I know it sounds ambitious. But with the experience working as an artist in industry, this goal motivates me a lot. Artists deserve a life : ) Shuting On 2014-11-26, 5:54 PM, Francois Lord flordli...@gmail.com wrote: I disagree. They own the software, yes, but that doesn't mean they know what the users actually like in it. There is a ton of features in Softimage that I never use. The way I understood Shuting's questions was this: Now that you guys have played with Maya, how would you make the Outliner better while keeping it in line with the Maya way of thinking, and given we don't want to alienate all our users? What do you like in Softimage and what do you not like in it? But perhaps I'm working too much overtime these days. Must... sleep... On 26-Nov-14 17:39, Sven Constable wrote: Due to all respect to you as a developer (assuming you are) and to all fellow people on the list that gave constructive answers to that question but ADSK owned(!) Softimage for about six years. Wasn't that enough time to get a clue about the functionality of the software. ADSK had time to investigate it even before like other vendors did. SideFX kept an eye on softimage and even maya and they did research to implement features or workflow these packages had. And now, after killing the software you ask how to improve maya and you ask softimage users? How about getting a clue about the software you own already? It's an example how ADSK has no idea about the 3D DCC business. And my dear list people, stay away from the idea ADSK will make maya or max like softimage. ADSK is not the company to bring max or maya even close to a next gen 3d application like Softimage (the company) did with XSI. It's just too expensive and risky to do a redesign of a 3D animation software. Softimage (the company) did this with XSI after it was clear to everyone that the codebaseof Softimage|3D was just too old. And they lost a shit ton of market share with the development of XSI. ADSK will not do the same with max or maya. sven -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Shuting Chang Sent: Wednesday, November 26, 2014 3:07 AM To: softimage@listproc.autodesk.com Cc: Mark Jamieson Subject: Need your opinion to improve Maya Outliner/ Attribute Editor Hi there, I'd like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won't list any thing else as I don't want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Eric, Thanks for your feedbacks. I just want to let you know that I am listening and documenting the requests you mentioned. For the transient explorer view, we are building something similar, the form is still under discussion. I will give update when we achieve something testable. Shuting From: Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday, November 25, 2014 at 9:57 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Gerbrand, I totally hear your voice and echo your feelings. Project H is looking into consistency across Maya. On the other hand, Maya’s node give the software flexibility. I think our work is to make the flexibility more manageable by studying why XSI is good usability-wise, instead of replace Maya’s core. Thank you, Shuting From: Gerbrand Nel nagv...@gmail.commailto:nagv...@gmail.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 2:05 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Hi Shuting Thanks for asking here and not just the beta list! I think for most of us the simple answer would be make it work like softimage I agree with everything Eric has said but would like to add a few things. In the softimage explorer, we see the objects and the operator stack. The basic idea is if you cant see it in the explorer, it doesn't exist. Because of maya's nodal nature, the outliner becomes messy when you start showing more than just DAG nodes. I personally think the operator stack in maya needs to be redesigned, and this will have a huge impact on designing the outliner and AE. How Bifrost and its nodes gets implemented will also guide these decisions. So I guess I'm saying that although the outliner and AE needs some love, the things that will guide the design of these lies deeper near the core of Maya. The reason I make this point is: When I use softimage, it almost feels like it was designed by one very smart person. Everything works the same way, regardless of where I'm working. In Maya on the other hand it sometimes feel like 20 different departments worked on Maya without talking to each other. The channel box doesn't work like the AE. Parenting and constrains picking orders aren't the same. x-gen or paint effects doesn't work like anything else. Selecting things in the view port doesn't work like it does in the outliner. The list goes on What I'm trying to say is: whatever you guys do to the outliner and the AE, should dictate how the logic of the rest of maya works. Otherwise the Frankenstein syndrome will never end. I hope this doesn't come across as a rant, as I appreciate your efforts greatly. G On 26/11/2014 04:57, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Daniel, It is normal that you didn’t realize that as the naming is not intuitive at all. The dock back experience here is also not good. Those are the issues we identified and will fix soon. Softimage users really help us to learn those issues faster, so I’d say thank you for being here to support our work. Thank you, Shuting From: Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 9:16 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor well, there is only one thing to say now... O. M. G. How did I not know that??? Thanks for pointing it out ;o) From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of Luc-Eric Rousseau [luceri...@gmail.commailto:luceri...@gmail.com] Sent: 26 November 2014 13:49 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor If the outliner is docked in the viewport, the command to open a new one is in the menu Panels-Tear Off Copy. This works for any other panel. On Wed, Nov 26, 2014 at 8:33 AM, Sidi, Daniel daniel.s...@bskyb.commailto:daniel.s...@bskyb.com wrote: Thanks Gareth. I thought there might be one since nobody had asked about it in this thread. Many thanks for letting me know. Dan From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] on behalf of gareth bell [garethb...@outlook.commailto:garethb...@outlook.com] Sent: 26 November 2014 12:52 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: Need your opinion to improve Maya Outliner/ Attribute Editor Fulfilling the Maya mantra there's a script for that: Add this to a hotkey for multiple outliners (I use it on 8): tearOffCopyItemCmd outlinerPanel outlinerPanel1; Information in this email including any attachments may be privileged, confidential and is intended exclusively for the addressee. The views expressed may not be official policy, but the personal views of the originator. If you have received it in error, please notify the sender by return e-mail and delete it from your system. You should not reproduce, distribute, store, retransmit, use or disclose its contents to anyone. Please note we reserve the right to monitor all e-mail communication through our internal and external networks. SKY and the SKY marks are trademarks of British Sky Broadcasting Group plc and Sky International AG and are used under licence. British Sky Broadcasting Limited (Registration No. 2906991), Sky-In-Home Service Limited (Registration No. 2067075) and Sky Subscribers Services Limited (Registration No. 2340150) are direct or indirect subsidiaries of British Sky Broadcasting Group plc (Registration No. 2247735). All of the companies mentioned in this paragraph are incorporated in England and Wales and share the same registered office at Grant Way, Isleworth, Middlesex TW7 5QD. attachment: winmail.dat
Re: Need your opinion to improve Maya Outliner/ Attribute Editor
Hi Tim, Great feedback! I’ll definitely take this into consideration in our UI interaction revamping work. I will pass this to animation team too. Thank you, shuting From: Tim Crowson tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Wednesday, November 26, 2014 at 11:53 AM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: Need your opinion to improve Maya Outliner/ Attribute Editor Definitely want to echo Eric's points. I don't subscribe to the general 'make it like XSI' statement as it's far too vague to be actionable, so Eric's specific suggestions sound spot on to me. Also, one of the things I miss from XSI is the ability access to more commands from the context menu in the attribute editor. For example, in Maya we can right-click on a channel in the AE and we have some options like Create Expression, Set Key, etc... But I would also like to see more commands similar to what we have in XSI, like the following: -Animation Editor -Remove Animation -Copy Animation -Paste Animation I find that having access to these directly from a PPG/AE is really helpful. -Tim Crowson http://www.timcrowson.com On 11/25/2014 8:57 PM, Eric Thivierge wrote: Hi Shuting, Nice to chat again. :) The biggest thing for me is the ability to be able to have an attribute editor like the PPG's we have now to edit multiple object's parameters at the same time. Not only that, but simply having an AE open then selecting a new object and having it update with the new object's values which can be editable saves tons of time. It's one window you have open at all times and you know where it is. Changing selection will update that window and you don't have to open another window just to get back to the same parameters. Outliner needs more filtering like the Softimage explorer. Sometimes I want to see just objects, sometimes I want to show properties, then show parameters. I want to be able to easily and quickly change filters from a drop down list. One thing that doesn't get mentioned much is the transient explorer view. Hitting F3 in Softimage (when there is no Synoptic or Annotation property on the selected object) pops up a temporary window that show the selected objects and its properties / params to easily select / open a PPG from. This I think is an essential tool when working in ICE. It will probably become more obvious when bifrost is going to be expanded for other purposes. Thats all I have for now. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Nov 25, 2014 at 9:06 PM, Shuting Chang shuting.ch...@autodesk.commailto:shuting.ch...@autodesk.com wrote: Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting -- attachment: winmail.dat
Need your opinion to improve Maya Outliner/ Attribute Editor
Hi there, I’d like to say that Maya is really moving forward. We are looking into improving Outliner and Attribute Editor. I know the strongest request is to have multiply dock-able Outliners and Attribute Editors with the function to pin to certain objects. Other than that, I won’t list any thing else as I don’t want to lead the direction of the discussion. How we improve the Outliner and AE is totally decided by your input. Please let us know what bothers right now and how current Outliner and AE are blocking you. Ideas and Inputs please. Thanks in advance for you help. This means tremendous for us. Shuting attachment: winmail.dat
Re: humanize maya, SOFT top 5
Hi Paul, I am a design in Maya team. I am collecting the feedback from this email group and use them to improve Maya. I agree that Maya icons need some texts. But for “5”, in Maya we have “g” to repeat last action. Hope this is helpful. Thank you, Shuting From: Paul Griswold pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com Reply-To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Date: Tuesday, March 25, 2014 at 12:40 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: humanize maya, SOFT top 5 I think part of the problem with a lot/all of the devs working on Maya is - you guys use this stuff day in and day out and you already understand how why things are the way they are. I would strongly urge the entire Maya team to do some real user interface usability testing with a 3rd party testing service. Get people from all sorts of backgrounds and actually record them trying to use Maya to achieve specific tasks. My gut instinct says, most of the team will be very surprised at how unintuitive and difficult Maya is for most people that don't live in the Maya universe. As for top 5: 1. Text based everything - I hate the shelf in Softimage as well as the UV editor. Get rid of icons entirely. 2. Drag and drop divots simple expressions. 3. Consistent UI - this was my last wish for Softimage. I wanted the FXTree to be updated to match ICE and the Render Tree (and possibly the schematic view to get updated as well). There should not be more than 1 style of graph in Maya and all navigation should use the same mouse/key combo everywhere. Additionally, revisit what things are named. As mentioned in a previous email - why is there at tab called Renderer and a tab called Rendering, or a tab called Shading and a tab called Surfaces? Maybe to long-time Maya users that makes sense, but if you open the software for the first time, that makes absolutely no sense at all. 4. Sticky keys. 5. Middle-click repeat the last action. I use this every day of the week. -PG On Tue, Mar 25, 2014 at 12:25 PM, Luc-Eric Rousseau luceri...@gmail.commailto:luceri...@gmail.com wrote: Text not icons I don't understand this one. Which part of the UI is this a problem with that it isn't in Softimage? You have the shelf at the top of the UI, but that's just shortcuts to things that are already in the menu. Hide the shelf if you don't want it (there is also a shelf in XSI) For the viewport (panel) toolbar, if you don't use it, you can hide it (shift+ctrl+m) - these are all shortcuts to the items also in the menu. It certainly would not make sense to turn that into text buttons, although they should be generally fewer and bigger buttons there. But again these are shotcuts to the text menus. Everything is menu-based in Maya. attachment: winmail.dat