Anyone know why it's now not possible to tear off things like the attribute editor when using certain UI layout presets in Maya 2017?
The UI continues to get more convoluted and worse, IMHO.
Anyone know why it's now not possible to tear off things like the attribute editor when using certain UI layout presets in Maya 2017?
The UI continues to get more convoluted and worse, IMHO.
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I assume you're talking about the "Disable Docking/Undocking" checkbox under the Workspaces tab. But this is off by default and I'm still unable to tear off the AE even from the "Classic" layout. So, another behavior that's been there since day 1 which worked and didn't need changing suddenly disappears.
I really wish Autodesk would stop messing up the UI with this sort of casual user feelgood nonsense. Maya has never been for the casual user.
Agreed, the outliner that is placed next to your view via hotbox north and then down to persp/outliner builds the window so that you can’t squeeze/drag it left or right to cover up text. QT2 issue or window build mel has a min size param locked.
From: maya...@googlegroups.com [mailto:maya...@googlegroups.com] On Behalf Of Steve Davy
Sent: Tuesday, August 16, 2016 3:39 PM
To: maya...@googlegroups.com
Subject: Re: [maya_he3d] Maya 2017 and tear off panels
I assume you're talking about the "Disable Docking/Undocking" checkbox under the Workspaces tab. But this is off by default and I'm still unable to tear off the AE even from the "Classic" layout. So, another behavior that's been there since day 1 which worked and didn't need changing suddenly disappears.
I really wish Autodesk would stop messing up the UI with this sort of casual user feelgood nonsense. Maya has never been for the casual user.
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of stephenkmann <stephe...@gmail.com>
Sent: Tuesday, August 16, 2016 1:14 PM
To: maya...@googlegroups.com
Subject: Re: [maya_he3d] Maya 2017 and tear off panels
you can Lock the workspaces.
but personally for me.. I am sticking to "classic"
On Tue, Aug 16, 2016 at 2:59 PM, Steve Davy <stevi...@hotmail.com> wrote:
Anyone know why it's now not possible to tear off things like the attribute editor when using certain UI layout presets in Maya 2017?
The UI continues to get more convoluted and worse, IMHO.
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Agreed, the outliner that is placed next to your view via hotbox north and then down to persp/outliner builds the window so that you can’t squeeze/drag it left or right to cover up text. QT2 issue or window build mel has a min size param locked.
From: maya...@googlegroups.com [mailto:maya_he3d@googlegroups.com] On Behalf Of Steve Davy
Sent: Tuesday, August 16, 2016 3:39 PM
I assume you're talking about the "Disable Docking/Undocking" checkbox under the Workspaces tab. But this is off by default and I'm still unable to tear off the AE even from the "Classic" layout. So, another behavior that's been there since day 1 which worked and didn't need changing suddenly disappears.
I really wish Autodesk would stop messing up the UI with this sort of casual user feelgood nonsense. Maya has never been for the casual user.
From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of stephenkmann <stephe...@gmail.com>
Sent: Tuesday, August 16, 2016 1:14 PM
To: maya...@googlegroups.com
Subject: Re: [maya_he3d] Maya 2017 and tear off panels
you can Lock the workspaces.
but personally for me.. I am sticking to "classic"
On Tue, Aug 16, 2016 at 2:59 PM, Steve Davy <stevi...@hotmail.com> wrote:
Anyone know why it's now not possible to tear off things like the attribute editor when using certain UI layout presets in Maya 2017?
The UI continues to get more convoluted and worse, IMHO.
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Hi Laurence,
Thanks for jumping into the conversation.
After reading your comment I tried again and found that it was necessary to actually pull at the sideways "Attribute Editor" tab in the classic layout to tear it off, rather than at the top of the panel as with all other and all previous configurations. Put this in the "once you know how to do it, you know how to do it" column.
It's good to know that Autodesk is listening when it comes to these very many, very drastic changes to the UI that you have been making in the last two releases. I understand the need to keep up with the times and attract new users, however the last two versions have seen more sudden changes to UI design and functionality than I think there have been in the 15 previous years that I've been using Maya combined. Perhaps that's partially because Maya probably had become a bit stale in previous years, and certainly menus needed updating and consolidating. But, IMHO the UI in 2016 was not an improvement for users, new or experienced.
It's good to know that you are addressing the terrible icon redesign -- can we also please have some color back in the icons as well? Color is obviously a major element at the disposal of icon designers and the bewildering decision to essentially remove it from all icons has made it harder, not easier to get around Maya. As an example, in 2015 the isolate select icon in the panels was a very easy to see green square with a red arrow in it. Now it's a blue square with a white arrow in it, much smaller and the same color scheme as all the other icons in that bar. MUCH harder to see. I assume this decision was taken in an attempt to make the UI look "cool". However the UI is not meant to be an exercise in slick graphic design -- it's meant to facilitate the efficient use of the application.
So far as the new presets for the UI -- I guess they may be appealing to brand new users. However, Maya has always had a very customizable UI and tasks are often hybrid in nature so I'm not sure how useful they are beyond newbies. Sooner or later you gotta learn what all those menus are and know where to find them. What these changes often do mostly I think is just frustrate long term users who suddenly find long established workflows no longer work, with little or no apparent benefit. Some of these changes seem arbitrary and feel as if they are made simply to have something new to sell, rather than for user benefit. Different isn't always better.
Anyway, I know there are people who loved the 2016 UI on this list so you can't please all the people all the time

Hi Laurence,
I may not be the best person to give input on saving menu configurations. My MO tends to be a bit messy -- I don't like docked layouts so I do spend quite a bit of time opening windows and dragging them around (in other words, not the most efficient - I think I developed some bad habits early on and never changed them :/) But, I do stand by my contention that there are so many different types of task when working in Maya/3D, with many of them being hybrid in nature, that no matter how many presets you offer there are always going to be situations where none of these is what you need and you're still going to end up digging around for that other menu you also need to do the job at hand. That being the case, in my mind presets are kind of a waste of time in general. But that's just me.
I've never really found much difference between saving the UI with the scene and saving it with prefs.
And, I'd like to harp on the icon issue one more time -- having just installed Vray for Maya 2017, take a look at the shelf that comes with it. Lots of color! And intuitive icons that don't look like they were designed by a 20 year old graphic design student
with a Bauhaus fixation 
Hi Laurence,
I may not be the best person to give input on saving menu configurations. My MO tends to be a bit messy -- I don't like docked layouts so I do spend quite a bit of time opening windows and dragging them around (in other words, not the most efficient - I think I developed some bad habits early on and never changed them :/) But, I do stand by my contention that there are so many different types of task when working in Maya/3D, with many of them being hybrid in nature, that no matter how many presets you offer there are always going to be situations where none of these is what you need and you're still going to end up digging around for that other menu you also need to do the job at hand. That being the case, in my mind presets are kind of a waste of time in general. But that's just me.
I've never really found much difference between saving the UI with the scene and saving it with prefs.
And, I'd like to harp on the icon issue one more time -- having just installed Vray for Maya 2017, take a look at the shelf that comes with it. Lots of color! And intuitive icons that don't look like they were designed by a 20 year old graphic design student with a Bauhaus fixation <OutlookEmoji-😉.png>
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if you make the outliner active, and hit space bar,, you don't get full screen outliner and have the perspective and whatever other camera panels hidden.
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Hi Jason,
I hadn't noticed that, but you appear to be correct.
It really is a shame what they have done to Maya in the last two releases, mostly as you say "GUI monkeying around".
So many of these changes seem completely arbitrary, unnecessary, and down to someone having to cram their idea into the version. Things like the stupid little virtual slider icon that comes up now when you click into a channel in the channel box (annoying), to the weird way that keyed and locked channels now only display a color in the far left the field (weird and annoying, harder to read), hell even to the font they've chosen for the overall UI design (less readable than before, looks like a weird default font because you're missing the real one).
What bugs me more than anything is that these all seem to completely disregard how difficult Maya is to master, and how much time we all put into becoming proficient at it. These types of changes seem to totally lack an appreciation for that, and treat Maya simply as another product to be messed with at will regardless of the consequences for the user.
I've been working in 2017 this week and really feel like a confused newbie a lot of the time. Seriously considering a switch.
Steve is right.
Does Viewport 2.0 have any features that aren't actually just bugs? :D
Hey Jason,
I can use "v" during curve creation, both for CV or EP curve
creation and newly created points will snap.
I can use "c" while creating new points as well.
Snap/editing in Controlvertex mode is broken for me in VP 2.0,
too.
It does work in Legacy Render mode, like Stephen pointed out.
That´s a bummer. There is a few quirks with VP 2.0 in different
areas of Maya. Guess it´s teething...
That said, I really like the Maya 2016.5 release for the extra
workflow option in the Modeling Toolkit
and especially the many options to align/orient/place a pivot
while polygon modeling.
There is also teething problems with working in Symmetry in Maya
2016.5, for example when doing
edge extrudes with something like Symmetry:World X enabled not
giving you much control but in
general, there is a lot good stuff compared to 2015 for a polygon
modeler like me.
I guess surface and edge sliding will at some point work as good
as it does in the last Softimage XSI versions, too :-)
Cheers,
tim
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