Joint priority, IK Handle priority really tick me off in Maya. I have a toggle MEL script bound to a hotkey for that kind of thing.
I am used to the gesture based rmb left, right, up etc... now, but have still bound U,I and O as Face, Edge and Point select. Q gets bound to the Object Select Command I believe, as the default sometimes has had issues for me with clearing the previous selection mode completely. The rebinding doesn't replace any crucial Maya hotkeys I've ever used. I also find I tend to use Ctrl 1 a lot to isolate things when preforming complex multi selections, or use the show menu. Ahh Maya... Breathe in.... Hold, Breathe Out. Ujjayi Breathing for Maya Users https://urldefense.proofpoint.com/v2/url?u=https-3A__en.wikipedia.org_wiki_Ujjayi-5Fbreath&d=DwIBaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=5r29H144qOckio2HdublXpLlPy3OqI49-Z7XnCoHwWo&s=CAcFxoLbPYWFSmWeZ-2xvQSdb3HhL1Ye-53JqNsm9Fg&e= Adam On Fri, Feb 2, 2018 at 2:53 AM, Anto Matkovic <a...@matkovic.com> wrote: > Could be something with selection priority, considering that you mentioned > the rig in scene. If there is joint somewhere, it will shows its priority > somehow in that way. However I wouldn't suggest you to play with > preferences related to selection priority, as one particular option could > create problems with who-knows-what-else. > > One 'typically Maya' workaround could be switching into vertex component > mode with marque selection, selecting overlapping objects from there, and > going back to object mode - or, just forget the view-port and use the > Outliner. That said, it has to be f8 component mode. Component mode from > marking menu is different thing, with own set of rules and problems. > That unbelievably over-complicated and still not competitive selection to > other app is sort of Maya tradition, don't believe it has anything with > consumer graphic cards. > > Perhaps only one selection preference that worth to change ( and it's > harmless), is smaller 'tweak dead space', to avoid unwanted selections of > vertices in tweak mode. > > Regrading Maya 2016, this is last qt4 version, everything above is less > stable and even more 'mad'. 2018 fixed some old problems but also > introduced a set of new, like corrupted meshes with some sculpting brushes. > As Myara said, unless you just need features like Time Editor - your best > upgrade is Maya 2016.5 or like. > > > > ------------------------------ > *From:* Morten Bartholdy <x...@colorshopvfx.dk> > *To:* "Userlist, Softimage" <softimage@listproc.autodesk.com> > *Sent:* Thursday, February 1, 2018 11:19 AM > *Subject:* OTish - todays Maya rant and Q - selecting items > > Am I the only one being seriously annoyed by the seeming inaccuracy of > selection of items in Maya viewports? > > I click directly on geometry with plenty of screenspace around, and Maya > selects an adjacent object. Orbit a bit and dolly in, try again - Maya > selects another irrelevant adjacent object. Click elsewhere on object I > want to select, and finally I get to select it. WTF were they thinking? > > I find myself selecting adjacent objects and rig elements, making quick > selection sets (so I can quickly find and unhide them again) and hiding > them, just to select one particular object. Needless to say it is a massive > waste of time. > > Is there a reason behind this madness or is is something like depth > sorting inaccuracy or what?? > > > Morten > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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