Maya 2017 and tear off panels

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Steve Davy

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Aug 16, 2016, 2:59:34 PM8/16/16
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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.

stephenkmann

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Aug 16, 2016, 4:15:12 PM8/16/16
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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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Steve Davy

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Aug 16, 2016, 5:39:32 PM8/16/16
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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.




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bobrobertuma

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Aug 17, 2016, 10:47:34 AM8/17/16
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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...@googlegroups.com] On Behalf Of Steve Davy
Sent: Tuesday, August 16, 2016 3:39 PM
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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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Laurence Cymet

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Aug 18, 2016, 11:16:47 AM8/18/16
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Hi Guys, 

You should be able to grab the "Attribute Editor" tab and just tear it off by hand in any workspace and leave it floating or dock/tab it wherever else you like - is this not working for you? 

I understand that the workspaces changes might be frustrating for pro users in it's more mouse driven nature - but the options for re-configuring the UI now are pretty cool. This is something we are continuing to explore so please give this a shot with an open mind and let us know how we can make this something you will happily use.   A good example is that you can now have multiple outliners set to different filter settings docked or tabbed in a panel configuration.  You are also able to do things like save panel configurations for the whole UI instead of just the viewport sections. You can do things like dock panels together on a secondary monitor. This is just a few of the benefits - have a try and let us know what you think.  

We have to balance improvements to make Maya friendly for new users and continue to support our pros. For example we have heard loud and clear that the recent icon changes made it hard to distinguish critical icon differences like constraints, and are in progress addressing this.  Please keep up the feedback. 

Thanks,

Laurence Cymet
Maya Product Manager  

On Wed, Aug 17, 2016 at 10:47 AM, bobrobertuma <bobrob...@gmail.com> wrote:

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


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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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Jason Brummett - gmail

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Aug 18, 2016, 11:43:29 AM8/18/16
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How about simply being able to tear off the layers panel?

Huge improvement for new and seasoned users and really a helpful fix.  I agree that some of the ii tear off stuff is helpful. The look dev hypershade window.works but is somehow cluttered feeling. Sent from mobile so sorry for spelll errors etc.

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Steve Davy

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Aug 18, 2016, 1:44:38 PM8/18/16
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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 😉




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David Johnson

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Aug 18, 2016, 5:50:27 PM8/18/16
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Something I notice is that when I un-dock and then re-dock panels like the status line (the one that is normally right at the bottom) or the shelf bar, they become too high (vertical dimension) and I cannot figure out how to reduce the height.

But I do like that the workspaces can be saved and that they include un-docked panels.

David


On 19/08/2016 3:44 AM, Steve Davy wrote:

Laurence Cymet

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Aug 26, 2016, 12:52:45 PM8/26/16
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Thanks for the input guys - please keep it coming as we are continuing to make improvements here. Many of these issues stated above are being worked on. 

Steve - you bring up the point that experienced users will know where the menus are and how to get to them - I'm keen on digging into this. Our goal here was that it should become easier to save UI panel states so that going between tasks are a single click instead of many.  These changes do have an impact on muscle memory - but they often come from watching users struggle and spend time re-configuring UIs - and just accepting the fact that this takes time on your day. If we're not hitting the mark to solve that goal though it's important we get your feedback.  

One major change that has happened here is that your UI configuration no longer saves in the Maya scene - it saves in the workspace. The idea being that you adjust your UI configuration based on what you are doing - not what was saved in the file.  Any opinions on this? 

Thanks,

L    

Steve Davy

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Aug 26, 2016, 1:34:59 PM8/26/16
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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 😉




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Stephen

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Aug 26, 2016, 7:47:04 PM8/26/16
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Btw Laurence. 
I have one major hang up on the new "workspaces".  They don't pane pop !! 

 You get that working and I'm golden ! 
 
-=s 





On Aug 26, 2016, at 1:34 PM, Steve Davy <stevi...@hotmail.com> wrote:

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>

Armin Mueller

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Aug 27, 2016, 3:29:09 PM8/27/16
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Hello Laurence,
no pane popping was an immediate showstopper for me too.
I also miss the predefined panel layout buttons on the left side of the UI.
In the past I constantly used them to get a basic panel Layout.
I do not use the new outliner buttons since I always have the
outliner open on my second monitor.
I have to admit I spent very little time trying out maya 2017.

Armin

Gerardvok Fin Design

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Aug 28, 2016, 8:07:44 PM8/28/16
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Don't chime in very often but wanted to offer some weight to the icons issue. My bugbear is also the isolate select icon (and xray). Use them all the time (probably should have hot keys) but they used to be a snap to find. 

The other icons both large and small are mostly non-intuitive and homogeneous. 

Is there a way to add custom cameras into the hotbox (next to perspective for example) so that a new camera view can be invoked the same way as persp?

Possibly a little off topic but thumbs to Autodesk up for adding the Forward Axis option into the Advanced Twist Controls for spline IK solvers. Took me almost 4 days to retrofit all my functions to allow twist along Y and Z axis (determining joint orients based on direction of the chain etc), but the rig controls for spines /tails/.. are much more consistent with the rest of the rig's manips. 

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Stephen

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Aug 28, 2016, 9:25:14 PM8/28/16
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You can edit all the hotbox marking menus under prefs -> marking menus 

 I generally replace the "bottom" camera with "renderCamera" to make it easier to switch to custom pre made render cameras

-=s 




Gerardvok Fin Design

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Aug 29, 2016, 8:03:12 PM8/29/16
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Hey there Steve.  Thanks for the tip. 

Laurence Cymet

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Sep 7, 2016, 4:04:12 PM9/7/16
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Thanks for the feedback guys - can you go into more detail about what you mean by "pane popping" - so I'm not guessing? 

Thanks,

L

Stephen

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Sep 7, 2016, 7:57:10 PM9/7/16
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Pane popping is what Maya had done since day one where you tap the space bar while over a panel. (Modeling panel). Up until the new UI stuff all embedded windows were a modeling panel.  Script editor / graph editor / hyper shade / node editor / outliner / camera views.   And so you can quickly enlarge one and hide the others.  And then just tap the space bar again and go back to your multi panel view.   
   For years people have asked for more than 4 panes.   Which a few people have scripted ( quadquad.mel ) and it would be awesome to just split any panel into 2 or 3 or 4 and embed whatever editor you felt like.  Cause really the panel views work awesome and are rock solid and reliable and easy.  They might not look fancy. But they work. 

  With the advent of Python and pyqt and py side the UI has been totally revamped and rewritten to give the people what they want , but not really.    I Just wanted more panels. Now I've got tear offs and tabs and wacky embedding and extra dividers between panels and editors.   But can't pane pop any of the new UI stuff.  And unfortunately it is all very unstable.  
  So for now for me.  I stick with classic and only 4 , but stable 4 , model panels. 

  Hmmm maybe I wrote too much ... 

 Hope it helps 






-=s 




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Jason Brummett - gmail

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Sep 7, 2016, 9:13:37 PM9/7/16
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I've not used 2017 except for brief config. is spacebar tap maximize min broken? Or is this rendering to something else?


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Jason Brummett

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Sep 7, 2016, 9:50:08 PM9/7/16
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Hey Stephen, I must be missing something.  Just got back to my home office and I can maximize-minimize all panels with a quick tap of my spacebar.  Maya 2017.  I'm on Win7 using an non Quadro Nvidia card.  Is that functionality what your refering to?

stephenkmann

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Sep 8, 2016, 11:51:34 AM9/8/16
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I'm referring to the new workspaces.. 
 so for instance the new outliner  when you "toggle" it on,, it's not embedded in a panel, it's the new ui and has a tab on top ( similar to attribute editor, or channel box) 
 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.
 this is very different from splitting your view in 2 panels side by side, and making one of them the "outliner" .. which you can then pop in and out of and between.

The new workspaces make all the editors into tabbed ui elements, rather than panels. 

 Jump to 1:32 of this video over view. 

  it puts your current model panel "cameras" on top ,and the node editor on bottom.. and outliner on the side. 
 you can pane pop the camera model panels, but you cannot pane pop the outliner or node editor

 There is a lot of really awesome stuff with the workspaces, like menu and hotkey specific options, being able to customize it like crazy,, 
 I just want to have the pane pop ability,as well as to be able to hide the tabs ( they take up too much screen space imho ) 

-=s


Francesco Campobasso

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Sep 8, 2016, 3:18:20 PM9/8/16
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Hi,

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.

for this you could use shift + spacebar I know is not exactly the same, but is kind of :)

Cheers!

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Stephen

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Sep 9, 2016, 8:39:33 AM9/9/16
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Yah , they call that "zoom in"  and you can also use "ctrl and shift " which Used to be called master mode and now they call it full screen.  
   It's close but if you want to keep your channel box or shelves around you have to bring them back after. 
   For me on Windows pane popping is way faster.  There is a lot of UI shuffling that seems to happen with zoom and full screen.  
  All the UI elements shake around trying to find their old position.  
 
  But you right it is a close alternative. 
 Thanks !
-=s 




Jason Brummett

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Sep 9, 2016, 6:48:53 PM9/9/16
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I've been using 2015 and just realized after digging further that Maya 2016.5 SP2, the CV and EP snapping isn't working?  I'll have to wait to get home to see if its working in 2017. If I drag out a deg 3 nCurve, go into CV mode and translate in World,  then press "d" to invoke point snapping, I can't snap a CV to another CV on the same curve?  Can someone confirm that point snapping is broken in 2016?  That's another showstopper for me that feels like it's related to all the  GUI monkeying around.

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Jason Brummett

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Sep 9, 2016, 7:05:39 PM9/9/16
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ment press "v" key, also if you simply turn on point snaps, still doesn't work.  tried with "keep spacing" etc.

Steve Davy

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Sep 9, 2016, 7:15:00 PM9/9/16
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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. 




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Stephen

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Sep 9, 2016, 8:16:42 PM9/9/16
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Hey Jason. 
 For me this appears to be a VP2.0 bug 

 If I switch to legacy render. The snapping works fine 

I tried the different variant of VP2.0 open GL as well as direct X11 and none of them worked. And as far as I know. I have the latest drivers for my nVidia card 



-=s 




Steve Davy

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Sep 9, 2016, 8:36:11 PM9/9/16
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Steve is right.


Does Viewport 2.0 have any features that aren't actually just bugs? :D




From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of Stephen <stephe...@gmail.com>
Sent: Friday, September 9, 2016 5:15 PM

Jason Brummett - gmail

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Sep 9, 2016, 9:04:11 PM9/9/16
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Thanks for finding out its VP 2.0, before I left today using 2015, I was able to point snap in 2015 vp2.0..

Tim Leydecker

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Sep 10, 2016, 1:01:44 AM9/10/16
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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


David Johnson

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Sep 10, 2016, 2:25:58 AM9/10/16
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In 2017 on win7 all snapping modes seem to be working correctly in both vp2 and legacy.
(I cant compare to 2016.5 because I skipped that one)

David

Jason Brummett

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Sep 10, 2016, 10:01:11 AM9/10/16
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Thanks for confirming.  My studio machines are on Win7 (at home), at my day job we are on Maya 2015 for it's features, customization that's been done and very solid version IMO.

In maya2017, if you have an nurbs surface or shape built and have CV's shown on that geometry, then make a new ncurve and hold down "v", it will snap to them while under VP2.0,  But not if you start a new scene, create a ncurve then for instance if you want to make a corner in a degree 3 curve and need to snap 2 CV's to a 3rd one, it won't be able to snap to it under VP2.0.  When switching to default viewport, it does.  Alas it is a VP 2.0 bug wherein your not able to snap CV's to themsevles on same object (I presume).  This behavior isn't a problem in Maya 2015 where under VP2.0, you can snap CV's to eachother and Middle Mouse Drag using a selection handle constraint and it will respect snapping axis constraint that way.

Not a show stopper after all, just a bug but I like VP2.0 mostly.

Yes I agree there are some improvements being made in Maya regarding pivot editing which I like, but sometimes seems forward and backward and a bit confusing as each version of half update version changes behavior and marking menu location etc.

Stephen

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Sep 10, 2016, 10:58:38 AM9/10/16
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I started a "workarounds" page on my blog for the ny Maya group.  I you find any other "feature workarounds" I'd be happy to post and share. 

And yeah discovered last night that if you permanently show cvs on nurbs surfaces or curves you can point snap in Vp 2.0.  But this all definitely worked before all the new pivot snapping went into effect in 2016 


-=s 




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David Johnson

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Sep 11, 2016, 8:44:54 AM9/11/16
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Ok, I can reproduce the behavior in 2017 where snapping one or more cvs to cvs on the same curve fails in vp2 if the cvs are not explicitly displayed using "display|nurbs|cvs". Otherwise it does work. And in legacy vp works in both cases.

David
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