Short version:
1) Softimage supports more than just film/video. There are people working in many industries which won’t be served by mental ray and FBX updates. My studio is a prime example (games).
2) The SDK is not open enough for plugin developers to do what you suggest. Many of the 3rd party efforts to date usually required some amount of help from the Softimage developers to make possible. Softimage tended to implement new features, then expand the SDK to support those new features. For 3rd party development, you need the SDK expanded ahead of the features. In other words, while the SDK is mature, it’s also not expanded too far outside of what you can already do out of the box. New plugin efforts would largely amount to using existing levers and switches instead of making new levers and switches like you and everybody else would like.
There’s still plenty of tools that can be written, but probably not anything earth shattering as the SDK is single threaded and some of the components it leans on are getting long in the tooth too as Luc-Eric has recently mentioned. Basically, Softimage is that car that still performs really great, but has high mileage and about to enter that period where major parts will need repairing/replacing making it a very expensive upkeep. Since the driver hasn’t seen that breakage firsthand yet, he’s under the impression there isn’t a problem and the car can drive on indefinitely into the sunset.
Autodesk was at our site just as the press release was officially hitting the wire. While no specifics were mentioned by Autodesk or our reseller in our offices, my personal poking, prodding and reading between the lines lead me to believe a lot of work (refactoring) has gone into Maya the past few years to accommodate some of this burden in migration, but some (much) work still has to come. I think we’ll see parts of that work in Maya 2015 and probably explains why the Softimage Montreal team has been busy for the past 2 years on Maya instead of Softimage. I have no idea if there’s any truth to this, but it’s what I’ve come to believe based on the sparse bits and pieces I could put together, and witnessing how such migrations were handled in the past.
I’ll share the rest of my thoughts from 21+ years of Softimage experience in another thread at another time. Right now I’m neck deep in getting the project out the door Ben Houston so kindly posted the other day.
Matt
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-- Ronald van Vemden ----------------------------------------------- 3D Graphics & Animation Cyberfish Laboratories | www.cyberfish.nl Toonafish | www.toonafish.nl tel. +31(0)20 5289291 fax +31(0)20 5289292 email: ron...@toonafish.nl
Yes take the name Softimage out and name it Maya reloaded if you want. Personally I don't want a Softimage Maya fembot.
It turns out that now they are listening after they realized that most of us will stay in a zombie software or are evaluating other company's options but none of the Autodesk "solutions".
Hahahaha...... this is all I can say to you!Good luck with the inovation!Autodesk, it sounds that the future is bright for you as well.
As I said in another post. Autodesk cut us our legs and now they are offering us a wheelchair. And they are trying to convince us that the weelchair is better than our legs by asking us how we want the wheelchair customized... pfff.
Dont mean to be rude but... You can go back where you came from. And you can ride your wheelchair all the way back.
Well innovating Maya is not such a difficult task...
Chris first bring back Softimage and then show us what you have to offer in Maya that will allow us to evaluate if what you are doing is good enough to replace Softimage.
But at this moment. Maya is still a long way behind Softimage. I am not speaking of the ending result. I am talking about how you get to that final result.
By the way just being curious...
During the time you made the decision of killing Softimage. Did you evaluate that maybe the one that you should have killed instead was Maya to dedicate your innovative effort to Softimage?
Or that never happened?
I will add to Francisco.
All I have seen is that you are adding tools for Maya. Not really improving the workflow. Starting with the UI.
Rob \/-------------\/----------------\/
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Chris again. Thank you for helping in the transition and you are trying to do your job. But you are still not listening to us. You just want to drag us. I have been working in Maya for three years from now for some particular projects that I needed to deliver in Maya.
Maya again is no option for us. If you had not kill Softimage there will be no transition at all. Still even that you killed Softimage, Maya today is not an option for us.
We don't have the resources nor the time to work in Maya, even if we have the same level of skill to use Maya as we have in Softimage.
Simple by digging into the connections of the nodes in Maya in the node editor, is a mayhem! The channel/layer editor is another mayhem. The way you work with objects and the selections in Maya are terrible. Rigging is a nightmare. Managing the blendshapes is really annoying.
Doing math and expressions in Maya sucks. Your utility nodes have no coherence at all. The inputs and outputs are presented in one way at the node editor and in another way in your connection editor.
Just to address a few.
Maya slows my workflow by twice the time at least to achieve the final result.
I am working in a rig that if I had done it in Softimage I would have it finished by now. But Maya's workflow takes me triple the time.
Believe me that if I had built the rig as fast in Maya as I do it in Softimage. Not because I do not know Maya. But because that is the way Maya works, we will be not having tgis transition conversation.
Expect not a transition but a flee from Autodesk to other solutions.
Hi guys,
Your math is a little off as the number is 600 m in R&D and 1 billion in sales and administrative. The administrative covers everything from all the people that support the developers to the building and computers. Autodesk spends more on R&D than Adobe or Apple. Our CEO Carl Bass uses the products and tells about what he doesn't like all the time. Again you can check him making stuff here: http://www.popsci.com/article/technology/maker-king . We have a huge research group that drives its own agenda (http://www.autodeskresearch.com/) and our doing lots of labs/research projects here ( labs.autodesk.com) . Our research into multi-touch, reality capture and 3D printing is industry leading and we have been involved in projects like molecular maya working with MIT on cancer research (http://www.wired.co.uk/magazine/archive/2013/10/features/biology-is-the-new-software ). Autodesk's executives (check their bio) including Marc Stevens who ran softimage and runs the film/tv group are all engineers and this is a technology driven company. I know it sucks that no one from Autodesk in M&E has said this to this community but I like working for Autodesk and believe that this is a good company.
For Maya 2015 we will show off the redesigned from the ground up fluid flip method from Dr. Robert Bridson , a new voxel based skinning method that was a siggraph paper , continued improvements on the hair and cloth simulation of Nucleus from Dr. Jos Stam. Most of the innovation in this industry comes from the top studios and the work that comes out of production. The snow in Frozen was amazing but a lot of work. (http://www.disneyanimation.com/technology/publications) If you take the innovation that has really driven the industry forward in the last five years the origins are all on production. With tech like Alembic, openvdb, Ptex, UV-tiling, opensubdiv, open color IO, Open EXR, etc.... there are smart people in studios like Sebastian Sylwain (ex-weta), Bill Polson (Pixar), Lincoln Wallen (DreamWorks), Rob Bredow (Sony), Dan Candela (Walt Disney animation), and Hilmar Koch (ILM) that make great code and open source to the benefit of the community. Then there are tons of contributors like Autodesk and the Foundry who do things like porting, standards and bug fixing so this all works together. Even the applications that are young and fast moving like Mari (weta) and Arnold (Sony) are from production and still take their main direction from production just like Maya. All of the applications from Soft with Jurassic to Maya with Dinosaurs got their footing with production work. The fact that Toy Story was all built on in house hardware and 20 years later you have amazing movies like Despicable Me and Lego movie made with mostly off the shelf tools is amazing. Go back and look at the tools you think are innovating and see how many of their "innovations" are based off Siggraph papers or are inspired by tools written in production. I for one have no problem giving credit where credit is due and most anything in Maya that is good has come from being built in partnership with customers.
This industry is lucky to have organizations like Siggraph and FMX that foster and promote innovation and we love that more and more of the base platform is community based. We have led the VES effort to standard Linux libraries for all the vendors (Foundry, SideFX, Autodesk) and get to work in organizations like open GL building out the next gen drivers and MPAA (setting the new ACES standard for replacing Cineon) all building up the base upon which the industry sits. We get to package up technology like Xgen and bring it to the larger market and all vendors get to put in Alembic to share data and open color I/O to set color within a facility.
This movement has allowed medium sized companies to do shots that were once only possible by a few shops and more importantly this has allowed stories to be told in countries that have never before had a voice. There is no one tool to rule them all and Max vs Maya vs Soft vs Houdini vs Modo vs Zbrush vs fabric does not foster innovation. Raf said it well when he described the Lego as all of those tools plus internal tools plus really smart people plus an amazing story made what we all enjoyed so much.
First and foremost everyone who works at Autodesk in the M&E division including the people who used to work at Soft (there are way more than have left) love the film and games industry and the chance to be a part of it. The decision with Soft was a hard one but we back it so we can focus on helping the ecosystem make better movies and games. Innovation comes from the synergies of all these products, platforms, hardware and your talent and putting that on any one tool or company does not capture what is still a vibrant passionate community. The business model right now sucks and things need to change but there is still a bright future ahead and many problems left to solve.
cv/
From: softimag...@listproc.autodesk.com [softimag...@listproc.autodesk.com] on behalf of Toonafish [ron...@toonafish.nl]
Sent: Saturday, March 15, 2014 7:39 AM
To: soft...@listproc.autodesk.com
Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.
I want to use the best out of the box 3d DCC app in the world, if one day that is Maya, I am all aboard. Right now it is not, its kinda just a fact.
Emilio there are people on this list and within the community that are working with us right now and taking us up on our offer to hear more about what we are doing? What do you have to lose to hear our plan?
cv/
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- Simpler UIAnd while (quite understandably) without going into details,
- Smoother Workflow
- More versatile Modeling
- History stack
- All with great performance.
Emilio there are people on this list and within the community that are working with us right now and taking us up on our offer to hear more about what we are doing? What do you have to lose to hear our plan?
cv/
________________________________
From: softimag...@listproc.autodesk.com [softimag...@listproc.autodesk.com] on behalf of Emilio Hernandez [emi...@e-roja.com]
Sent: Saturday, March 15, 2014 11:13 AM
To: soft...@listproc.autodesk.com
Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.
As I said in another post. Autodesk cut us our legs and now they are offering us a wheelchair. And they are trying to convince us that the weelchair is better than our legs by asking us how we want the wheelchair customized... pfff.
Dont mean to be rude but... You can go back where you came from. And you can ride your wheelchair all the way back.
Do you guys think there is a top list of nodes in ICE and compounds you all use that cover 80% of what you do with the toolset?
thx.
cv/
________________________________
From: softimag...@listproc.autodesk.com [softimag...@listproc.autodesk.com] on behalf of Rob Chapman [tekan...@gmail.com]
Sent: Saturday, March 15, 2014 8:43 AM
To: soft...@listproc.autodesk.com
Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.
"We invite anyone here and many of you have taken up our offer to contribute and it is up to us to show that we are delivering over the next two years during the transition period. If we don't at the end than you will all have choices and plenty of time to evaluate your options."
what kind of choices? If you do not deliver to our criteriathen Softimage is not EOL or.. it is very unclear as to what our choices are exactly?
in 2016 will we be able to load ICE trees and compounds into Maya?
I don't know if it's clear, but AD already reverted the decision of timebombing licences tied to a suite, so you already get a perpetual concurrent licence of Soft if you downgrade to Maya.
The problem, and something worth fighting for IMO, is expanding, since no new seats will be available for purchase no matter what dark god you sacrifice small animals to.
Asking AD for continued life support coupled with Soft bundled with Maya/Max mutually exclusive tokens though would be useful and not unreasonable.
They had that courtesy for quite a while with Toxic, which frankly speaking was both a preannounced stillborn failure, and an absolute crock of shit.
Reserving at least the same degree of respect for something that was still vital, adopted, at the foundation of many people's livelihood, not to mention a piece of history instead of crap doesn't sound like too much to ask.
If people stopped for a minute to spit and spout in the face of any AD employee around and start asking for reasonable things we might actually still get something out of this, much like the (truly retarded) time bomb decision was reverted in 48h, something unprecedented for Autodesk.
I'm not suggesting people bend over and take up the rear entrance with a smile on their face, but you can be a contrary arsehole and make sure we all get nothing so your righteous sense of software justice is appeased, or we can negotiate some minimal insurance for running and near future projects while looking at other solutions.
P.S. with you I don't mean whoever e-mail will be before mine in this thread, I mean in general terms.
Still "ducking" hating having to write to the list from a phone
As for the workflows we have an internal project called Project H (or Humanize Maya) where we are working with all sorts of users from students to pros to studios to come up with proposals to the problems that have come up here and in the Maya user base. We invite anyone here and many of you have taken up our offer to contribute and it is up to us to show that we are delivering over the next two years during the transition period. If we don't at the end than you will all have choices and plenty of time to evaluate your options.
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Rob \/-------------\/----------------\/
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2014.0.4336 / Virus Database: 3722/7203 - Release Date: 03/16/14
First and foremost everyone who works at Autodesk in the M&E division including the people who used to work at Soft (there are way more than have left) love the film and games industry and the chance to be a part of it. The decision with Soft was a hard one but we back it so we can focus on helping the ecosystem make better movies and games. Innovation comes from the synergies of all these products, platforms, hardware and your talent and putting that on any one tool or company does not capture what is still a vibrant passionate community. The business model right now sucks and things need to change but there is still a bright future ahead and many problems left to solve.
cv/
Best Regards,
Stephen P. Davidson
(954) 552-7956
sdav...@3Danimationmagic.com
Any sufficiently advanced technology is indistinguishable from magic
- Arthur C. Clarke
On 15/03/2014 17:44, Graham Bell wrote:
I¹ve absolutely no doubt, but in all the time I¹ve demoed Softimage, even
pre-AD, there was never anyone who didn¹t like the software, tech or
couldn¹t see the potential benefits. However despite this, it wasn¹t easy
On 15/03/2014 17:44, Graham Bell wrote:
I¹ve absolutely no doubt, but in all the time I¹ve demoed Softimage, even
pre-AD, there was never anyone who didn¹t like the software, tech or
couldn¹t see the potential benefits. However despite this, it wasn¹t easy
During our pre-briefing of the retirement announcement, Autodesk said in plain English they don’t want that.
Matt
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of skuby
Sent: Saturday, March 15, 2014 2:05 AM
To: soft...@listproc.autodesk.com
Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya or Max or any Suite.
21+ years of development experience you have and you don't even have the simplest faith in Autodesk that they can allow Soft and Maya to run on one single machine at the same time for crosswalk purposes but not allow them to run separately on two machines at the same time? ok, sure
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