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Autodesk Acquires Alias

eggegg is one of many readers to write to tell us that "Autodesk, of AutoCAD and 3dsmax fame, is reporting that it has signed a definitive agreement to acquire Alias, makers of Maya and MotionBuilder. Will Autodesk use the inherited expertise and codebase to finally develop their product line for the platforms most of their customer base would prefer, or does this mean the end of development of Alias products on OSX and Linux?"

325 comments

  1. well... by TRIEventHorizon · · Score: 1, Insightful

    If they made 3DSMax, then more than likely what will happen if they gobble up Alias products instead of just letting alias run as whatever, then Maya will become degraded, slow, and horrible like 3DSMax is.

    --
    "And so the Trekkies were executed in the mannor most befitting virgins - thrown into volcanoes" - Futurama
  2. Re:Well... by ScrewMaster · · Score: 1

    More likely "the end of development of Alias products."

    --
    The higher the technology, the sharper that two-edged sword.
  3. Prime time, no doubt by Mulletproof · · Score: 1, Funny

    "Autodesk Acquires Alias"

    You sure ABC was ok with this?
    (waaaait for it....)

    --
    You need a FREE iPod Nano
    1. Re:Prime time, no doubt by detlev409 · · Score: 1, Funny

      The sad thing is I'm so bushed that for a moment or two I actually wondered what a TV show was doing with a CAD program.

      Bed. Now.

      --
      Howdy.
  4. End of the Line by Wyatt+Earp · · Score: 3, Insightful

    Autodesk will kill other platforms and there'll be crazy anti-piracy attached to all the aquired products.

    1. Re:End of the Line by BrynM · · Score: 5, Insightful
      ...there'll be crazy anti-piracy attached to all the aquired products.
      As a registered Maya user, I can tell you that there already is. Usually it's FlexLM, which gets bound to your hardware (or can run on a license server) or a bonafide hardware dongle. No changes expected there. Alias is just as careful (paranoid) as Audtodesk.
      --
      US Democracy:The best person for the job (among These pre-selected choices...)
    2. Re:End of the Line by HMC+CS+Major · · Score: 4, Informative

      When you're dealing with niche tools (like 3D and CAD), and you rely on licenses from very expensive software, the licensing stuff is expected.

      Mayas is slightly less intrusive than 3DSM, but the real winner (in my eyes) is Cinema 4D, who's network rendering has the most painless licensing terms.

    3. Re:End of the Line by eMartin · · Score: 1

      Right, because nobody pirates AutoCAD and 3ds max?

    4. Re:End of the Line by BrynM · · Score: 1
      but the real winner (in my eyes) is Cinema 4D,
      I went from C4D to Maya and I would have to totally agree with you there. Maxon has awesome (and inexpensive compared to Maya - geez!) support too.
      --
      US Democracy:The best person for the job (among These pre-selected choices...)
    5. Re:End of the Line by Wyatt+Earp · · Score: 2, Informative

      Autodesk is known in the CAD world as being very proactive about coming after users who are using the Student Version for commercial work and pirated copies.

      At least it was in the 90s when I worked with Autodesk tools.

    6. Re:End of the Line by Anonymous Coward · · Score: 0

      That's funny, 3D Studio Max is one of the most pirated programs out there... Go to any CG forum and look at the sub-par work done with one of the most expensive mainstream 3D programs out there.

    7. Re:End of the Line by Anonymous Coward · · Score: 0

      Worst-news-ever if it means Maya takes on any characteristics of 3DS Max. The consolidation in the graphics software industry is getting ridiculous now. I guess the best we can hope for is that this story is somehow wrong...

    8. Re:End of the Line by Anonymous Coward · · Score: 0

      Not really, I have pirated Maya 2 or 3 times now, and each time I found a crack, which was ust a file to put in C:/flexlm/ and then open it up and change a certain number to my MAC address I believe.

      It's just that simple folks.

    9. Re:End of the Line by Anonymous Coward · · Score: 0

      there' always key generators.

    10. Re:End of the Line by pwizard2 · · Score: 1

      FlexLM can still be cracked fairly easily (I know someone who did it, and I watched him do it) , so its hardly a major deterrant.

      --
      "It is a denial of justice not to stretch out a helping hand to the fallen; that is the common right of humanity."
    11. Re:End of the Line by sgant · · Score: 2, Insightful

      Question though...how do they do this? I mean, let's say someone has a student version of 3DS or even a pirated copy. They use that software to make an animation or model or whatever for a client or perhaps even a film. How is ANYONE to know what software was uses when and where?

      I'm not saying it's right or wrong or anything...just wondering how any company would know that this movie or this effect or this animation was used with a pirated copy of their software? It would seem to me to be either very very hard or impossible for a company to pursue something like this.

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    12. Re:End of the Line by ultranova · · Score: 1

      Alias is just as careful (paranoid) as Audtodesk.

      And it helps it none - Maya 7 Unlimited was pirated as soon as it came out. I wonder when investors will catch on and start considering copy prevention schemes as the waste of money they are ? I know I would, if I owned shares in a software company...

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    13. Re:End of the Line by tezbobobo · · Score: 1

      Perhaps. In my experience, more appliactions are coming out for Mac and OS X than are being cancelled. Hopefully this will eventually be spread to linux as well.

    14. Re:End of the Line by xpeeblix · · Score: 2, Interesting

      but the real winner (in my eyes) is Cinema 4D, who's network rendering has the most painless licensing terms.

      As a long time 3D Studio Max user (since the DOS days of 3D Studio, actually), I just recently made the switch to Cinema 4D. Starting my own small studio, I checked out all the current apps, 3D Studio, Maya, Softimage XSI, Lightwave and Cinema 4D. To my surprise, Cinema 4D was the most comfortable to work in, had one of the best built in renderers (yea, Lightwave's kicks ass too) and didn't cost an arm and a leg ($2000 for the Studio Package, call Raffi, she'll give it to you).

      I'll give the nod to Lightwave on cost and licensing, though. For $800 you get the Mac and Windows versions with unlimited render nodes. Can't beat that with a stick. I just didn't care for the interface and workflow.

      Keep your eyes on Luxology for the future....

    15. Re:End of the Line by Anonymous+Writer · · Score: 1

      In my experience, more appliactions are coming out for Mac and OS X than are being cancelled.

      I've been under the impression that fewer applications are coming out from major third-party companies, but more are coming from Apple themselves. Companies that I've seen drop the Macintosh platform since OS X include Visioneer, Intuit, and now Palm. Quicken and QuickBooks are only available for OS X in the US officially, and the OS X version of Quicken lacks the full features of the Windows version, I believe. Shareware seems to be thriving, though, and not just Unix ports.

    16. Re:End of the Line by neko9 · · Score: 1

      LightWave 3D got very nice free Linux renderer with unlimited nodes... beat that! :)

    17. Re:End of the Line by MichaelSmith · · Score: 1
      When you're dealing with niche tools (like 3D and CAD), and you rely on licenses from very expensive software, the licensing stuff is expected.

      My Wife runs a small architectural practice from our home. I have got her office environment set up with FC3, and qcad if she needs to view any autocad files. This is normally ok because she works freehand.

      She subcontracts drafting work to another contractor, and he keeps offering us free copies of autocad. I always say no (don't want to run windows, don't want dogy software) but he looks at me funny when I do it. Apparently lots of people copy autocad and think nothing of it.

      So what about all this licensing stuff? How is he getting around it?

    18. Re:End of the Line by Mantrid · · Score: 1

      My only gripe with Maxon is their "upgrade" paths or lack thereof - I made the mistake of buying core, then BP1 separately (then 8.5 upgrade from 8)...now i'm stuck and the only way forward is to basically re-buy studio from scratch. Sidegrading gets a better deal than upgrading, so if I wanted to save money I could've but Carara (lol can't remember how to spell it!) and then side graded.

      Great product though - just buy studio from the get go!

    19. Re:End of the Line by SimilarityEngine · · Score: 1

      IIRC, Newtek's Lightwave 3D allows you to have up to 999 render nodes on a single license(!), because you do not need to actually have any Newtek software/hardware installed on the nodes. Everything is accessed via shared drives.

      --
      Those who can make you believe absurdities can make you commit atrocities. - Voltaire
    20. Re:End of the Line by Donny+Smith · · Score: 1

      >I wonder when investors will catch on and start considering copy prevention schemes as the waste of money they are ?

      They'll never do that because cost of developing protection schemes is a very small percentage of overall development cost.

      > I know I would, if I owned shares in a software company...

      Considering that, I suggest you not to invest in software business. Copy protection is definitively not a good investment criterium.

    21. Re:End of the Line by Anonymous Coward · · Score: 0

      I'd guess the Student versions of rendering packages insert some kind of subtle "waterstamp" into each final rendering. (I know that ArchiCAD Student adds a very visible "Not for commercial use" text in the margins of every print.)

      Even that isn't necessary... At some point, inevitably, some piece of your work will appear (somewhere) together with your contact info, and what app you used to create it. A simple comparo to some vendor's licensee record is enough to find out if they should suddenly become interested in you.

    22. Re:End of the Line by Anonymous Coward · · Score: 0

      He's stealing. Period.

      I buy Autocad LT for my wife's practice (thankfully, we don't need the full-blown package), and I always get a call from the vendor asking about customer satisfaction and the like. I always tell them I want autocad on unix, that I am looking continuously at unix-based cad programs and the moment I find one that fulfills our needs Autodesk has lost us as a customer.

      Autodesk is a faithful little soldier for Redmond, but they're a business. At some point they'll cave. They have the ethical obligation to their investors. Besides, work on unix cad programs continues and at some point they will compete head to head. The trick here is breaking the autocad mind-share in my wife's head.

    23. Re:End of the Line by sgant · · Score: 1

      At some point, inevitably, some piece of your work will appear (somewhere) together with your contact info, and what app you used to create it. A simple comparo to some vendor's licensee record is enough to find out if they should suddenly become interested in you.

      While this would indeed get you noticed...the lesson the would-be pirate or evil student would be not to share which program you used.

      But as the to the comment to the this thread about "Autodesk is known in the CAD world as being very proactive about coming after users who are using the Student Version for commercial work", how else would they come after these users other than the user themselves blatantly stating that they're using the program? And as far as I know, the student "version" is simply a licencing issue and you actually are using the final product. No watermarks. But I'll admit I could be totally wrong about this as I've never owned a student version of anything. I know the free learning edition of Maya has watermarks all over the thing though. But then again, that's free. With the student version of 3DS Max or Maya you're laying out cash.

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    24. Re:End of the Line by Anonymous Coward · · Score: 0

      He's stealing. Period.

      He's violating copyright law, perhaps. But there is definitely no stealing going on.

    25. Re:End of the Line by bhadreshl · · Score: 1

      If a student/educational version was used to make a drawing in AutoCAD, it will show the following when you print that out "PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT" regardless of whether it was openened/edited/printed on a Full version of it.

      I am unsure about pirated copies though.

    26. Re:End of the Line by Dynedain · · Score: 1

      Cinema 4D, who's network rendering has the most painless licensing terms

      How is it better than 3DSMax/Viz's network rendering terms? Simply install from your CD on the renderslaves (you can even use a demo installer if you want) and you're good to go for unlimited network rendering. You don't even have to "authenticate" or even ever startup the software on the renderslaves.

      --
      I'm out of my mind right now, but feel free to leave a message.....
    27. Re:End of the Line by LocoMan · · Score: 1

      But that might mean that Maya will finally catch up to Max's advanced teapot modelling tools... :)

    28. Re:End of the Line by HeroreV · · Score: 1

      You didn't check out Blender, which is open-source? What are you doing at Slashdot?

    29. Re:End of the Line by xpeeblix · · Score: 1

      You didn't check out Blender, which is open-source?

      Well put. In fact, I did check out Blender and that was a major omission on my part. I would have to say that Blender has some features (the way you can split up windows, for instance) that would be wonderful to see on the commercial packages.

      More importantly, the renderers available Yafray, POVRAY, etc. are truly impressive and produce very professional work. If this were an all inclusive post, I'd have to mention Wings, which is an incredibly intuitive modeller and The Gimp, which while not quite on a par with Photoshop is nevertheless a hell of a free alternative.

      I dare say, that if you were very low on funds but very talented, it'd be extremely possible to produce professional level work with nothing but open source tools and a relatively old maching (Pentium III, even).

      So yes, thanks for pointing out the glaring omission, Blender deserves far better than that.

    30. Re:End of the Line by Deadstick · · Score: 1
      how else would they come after these users other than the user themselves blatantly stating that they're using the program?

      Ever fire an employee or have an ugly divorce?

      rj

  5. AutoCAD is too far up MSs back end... by MrCranky · · Score: 5, Informative

    to get built for Linux. The whole product embeds every microsoft technology possible, including basing core functionality on IE6. The most likely outcome will be that Alias products will become Windows-only. I give Linux and MacOS Alias products one more rev before it goes strictly Windows.

    1. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 1, Interesting

      Yeah but the majority of Maya's userbase runs it on Linux.

    2. Re:AutoCAD is too far up MSs back end... by eMartin · · Score: 1

      I find that very unlikely, considering that most plug-ins are Windows first or Windows only.

    3. Re:AutoCAD is too far up MSs back end... by eMartin · · Score: 2, Interesting

      You're right about the AutoCAD situation, but seeing as how Maya relies on very little from MS, and does pretty much everything in a cross platform way (The UI is built with Maya's own MEL script, the documentation uses Java, the built-in browser uses Mozilla, etc.) it would probably be more work for Autodesk to convert it all to MS-based technologies than to continue to support other platforms.

      Whether they decide to cancel them for other reasons remains to be seen. Keep in mind that Alias just recently discontinued the IRIX version, but that probably had more to do with less users compared to Linux than actual porting issues.

    4. Re:AutoCAD is too far up MSs back end... by Clockwurk · · Score: 1

      including basing core functionality on IE6

      This part is so damn annoying I just want to pull my hair out. There are few things worse than losing hours of work because you get "The has been a script error, do you wish to keep running scripts on this page" when trying to plot #$%*!!!!!!!!!1

    5. Re:AutoCAD is too far up MSs back end... by demachina · · Score: 4, Interesting

      The most likely outcome is Alias products get put on life support and in a year or two Autodesk announces there next generation package, and tries to force all of Alias customers over to it and then slowly kills off the old Alias product line. Thats what happened when Wavefront bought TDI, and then basically what happened to Wavefront when it was on the bottom end of the SGI/Alias/Wavefront merger.

      There is way to much overlap between Maya and Max for them to carry both product lines forward forever and I doubt they will ditch Max in favor of Maya.

      Mergers like this are usually to get rid of a competitor and take their customers. It is a market in need of consolidation because there are to many packages selling to relatively few users for not enough money. The execs of the company being bought do it because they get rich cashing out and could care less about either the employees or customers both of whom usually get screwed.

      It will be interesting what happens to Maya's use at high end studios. The high end business commands a lot of prestige and companies want bragging rights that they are used at them, so every 13 year old aspiring animator will want to learn Maya or Softimage. In reality its a terrible business, because studios buy a relatively small number of seats infrequently, they develop a lot of their own software and they constantly play the software companies off against each other. If Autodesk is thinking business they will let the high end business fade away, if they are thinking prestige they will try to keep it and it will probably cost them a lot of money.

      --
      @de_machina
    6. Re:AutoCAD is too far up MSs back end... by aichpvee · · Score: 2, Interesting
      Maybe it's more accurate to say that most of the large scale Maya deployments are on Linux. You know, at real studios doing real work.

      The proliferation of windows-first/only plugins is pretty obviously a sign of the small scale of studios using Maya on windows. If Autodesk were to drop the Linux version of Maya we'll probably be seeing a lot of the big studios, if not all of them, dropping Maya.

      --
      The Farewell Tour II
    7. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      Yeah, and what's real funny is that 3/5 of those you listed DO NOT use Maya as a renderer for production work AT ALL (very few people actually use it for rendering anymore, it's too expensive and renderman beats it out in most cases), and use it only for animation and modeling--the desktop sort of stuff. Therefore they have no good reason to have huge farms of render machines running Linux AND Maya. They use Linux and PRman. No suprise. Almost everyone uses this combo.

    8. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0
      Who is even talking about rendering? Of course they use PRMan for rendering. And Maya is used in various capacities by ALL of those companies and is used particularly heavily for animation. Big movie studios, and those ones in particular, use Linux almost exclusively for artist desktop machines. In the case of Weta Digital you can even see Maya running in KDE on some of the documentary content on the LOTR DVDs.

      Get a fucking clue, moron.

    9. Re:AutoCAD is too far up MSs back end... by eMartin · · Score: 1

      "You know, at real studios doing real work."

      You certainly have a point, and I was going to mention that one reason there are less Linux plugins is because the larger studios write their own stuff, but "real work" means what exactly?

      A lot of self-employed artists and small studios and offices do real work with Maya these days too.

      With the price for Maya Complete at $2000 now, I'd bet that they make up more of its market than Hollywood. Even the bigger studios only have a couple dozen full-time Maya users at the most, and in both cases, there's a good chance many are using Windows because they are also working with Photoshop and other Windows apps.

    10. Re:AutoCAD is too far up MSs back end... by EnglishTim · · Score: 1

      Until recently I worked at Europe's largest post production house. Most animation and modelling was done on Maya on Linux machines. If Autodesk were to drop their Linux version of Maya, I think the company would probably consider moving back to Windows to follow it, although they would probably also look very seriously at moving some production over to XSI instead. The thing is, it's probably cheaper to move desktops over to Windows than it is to get everybody retrained on XSI and rewrite all the existing custom Maya stuff that the company has accumulated.

      So I don't think it's a sure thing that companies would drop Maya rather than go back to Windows.

      Having said that, Autodesk would be rather stupid to drop Linux Maya as I'm sure that some people would just change to XSI instead.

      I believe it's more likely that Autodesk would use Alias's knowledge of LInux to help them port more of their existing products over to Linux, rather than insist that Alias change to their way of working.

    11. Re:AutoCAD is too far up MSs back end... by NanoGator · · Score: 1

      "There is way to much overlap between Maya and Max for them to carry both product lines forward forever and I doubt they will ditch Max in favor of Maya."

      This isn't strictly true. The reason why multiple 3D packages exist in the market today isn't that each one has special abilities, but rather because each one has a different focus in mind. Lightwave, for example, has far less tools to do the high end stuff that Maya does, but its implicity offers a much shorter development time for a shot. (i.e. TV FX deadlines...) There may be overlap between Maya and Max, but all they really have to do is gear Maya towards character animation and Max towards game development. That's already where the line is today so it's not like they'd have to suddenly change course. It's not like choosing between Opera and FireFox, it's more like using Windows because you're a gamer and using Linux because you're security conscience.

      --
      "Derp de derp."
    12. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      it would probably be more work for Autodesk to convert it all to MS-based technologies than to continue to support other platforms

      It would be less work to stop supporting other platforms and not bother converting Maya to MS-based technologies.

    13. Re:AutoCAD is too far up MSs back end... by lmlloyd · · Score: 2, Interesting

      Actually, you couldn't be more wrong about how mergers have shaped Maya up until now. I was a Wavefront, and TDI user, and have been a Maya user since it came out.

      The actual story is that Wavefront merged with TDI, and that product of that merger WAS Maya. The release of the program that was to become Maya (which was going to be called Explorer 5 if I remember correctly) had been talked about a lot at Wavefront before the Alias/SGI merger. It was held up for a bit by the Alias/Wavefront/SGI merger, and then was re-branded as Maya, and sold under the Alias/Wavefront logo. In fact, if you look at the modeling tools available in Maya 1.0, they were an almost exact copy of the modeling tools in the last released version of Wavefront (TDI) Explore. The Alias modeling tools were suppose to be available in a separate Advanced Modeling pack, but that never actually came out. However, Maya matched feature for feature everything that had been promised in the joint TDI/Wavefront package, and even had an interface quite reminiscent of TDI's Explore software. In fact, the only notably Alias feature of Maya 1.0 was the shelf, and I'm not even sure that was in there until Maya 1.5 or 2.0

      As far as the rest of your comments about Max and Maya go, I think there is something that should be pointed out. Multiple times in all the press material, Autodesk says that they will definitely be keeping all of the Alias products alive, but never once do they say specifically how it will change the Autodesk products offered. Seeing as how Max is very much in need of a total from the ground up rewrite (something Maya just went through in the past 3 releases) I suspect that there is going to be a lot of long discussions at Autodesk about whether or not to fund the rewrite of Max or whether to just let is slowly whither. Maya has been eating away at Max's core market (games) for some time now, largely because Max is currently more expensive than Maya. Also for the past several years Max's main feature enhancements have mainly revolved around better competing with Maya. Why keep pouring money into trying to keep up with an app that is taking your market share, when you own both apps?

      I expect that what you will most likely see, is Autodesk fixing the horribly broken Maya CAD import tools, and adding other features (like RPF support), then pushing that as their main animation/visualization program. The Alias team (assuming they stick around) has been doing a much better job of developing features in-house, whereas the Max team has really been relying on third party developers to add functionality in the way of plugins. I think that just about any business would rather have the IP in-house if they can, rather than having to keep buy-up plugins to integrate into the core program over the years. Also, there is very little chance that buying Maya and then killing it would get Autodesk a single customer. For the bulk of the 3D industry, 3DS and Lightwave have been the default software everyone learned when they were getting into 3D. The people who ended up using Maya, have most likely already used Max, and decided they needed something else. If Autodesk kills Maya, they will just be making more sales for XSI and Houdini. If they were willing to use Max, in the first place, they never would have learned and bought Maya. Max is the path of least resistance, and to go a different way required some real effort. People aren't just going to throw up their hands and say "oh well, I guess I'll use Max after all."

    14. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      Then they lose most of their customers.
      Pretty much all the larger facilities uses GNU/Linux even for it's workstations now (not only it's renderfarms, wich was previously the case).
      Weta, Industrial Light and Magic, Digital Domain, Rhythm & Hues, Sony Pictures, Dreamworks, Disney and several other big players wich stands for the majority of the special effects seen on the big screen (LOTR, Star Wars and so on) uses GNU/Linux for it's workstations and renderfarms.

      Kill Maya on Linux and hollywood switches to Softimage XSI or Houdini.
      If Autodesk wants Maya to survive, they'll have to adapt and learn to code for multiple platforms.

    15. Re:AutoCAD is too far up MSs back end... by MichaelSmith · · Score: 1
      to get built for Linux.

      That's a shame because IIRC it was orginally a unix application.

    16. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      Even the bigger studios only have a couple dozen full-time Maya users at the most, and in both cases, there's a good chance many are using Windows because they are also working with Photoshop and other Windows apps.

      This isn't even vaguely true.

    17. Re:AutoCAD is too far up MSs back end... by therblig · · Score: 1
      Up to this point, I would agree that AutoDesk is too MS-centric. However, I have heard that they have tapped out the Windows CAD market as much as they can, and if they want more growth with their existing product lines, they are best off going into the Linux market. Supposedly, they are working on porting to other platforms so they can be used in markets that are anti-MS, like China.

      Of course, I heard this from a friend who heard it from an AutoDesk rep. If you quote me, you will have to say that you saw someone say this on Slashdot who heard it from a friend who heard it from someone else.

      --

      I struggled for days and days and all I got was this lousy sig.

    18. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      My understanding has been that those studios using Photoshop either use it in WINE (Disney was doing this at one point, though I don't know if they still are) or they use Macs. No major movie studio uses windows.

    19. Re:AutoCAD is too far up MSs back end... by Mac+Degger · · Score: 1

      That is one way of looking at it, albeit a quite realistic one.

      Another way it could play out does so for pretty much the same reasons; Autodesk knows that Maya has a larger penetration, especially in the lucrative and prestigious movie segment. Just a tiny bit of bussiness acumen would also tell them that linux is a much used OS in those realms, and that linux is definitely a growing market (and will explode when Vista gets released with it's mandatory 'buy a new monitor with built in DRM' scheme).

      That there will be product consolidation is a forgone conclusion; supporting two competing products is just too expensive. But Autodesk might have bought Alias as a strategic investment; they might want their linux knowledge, as well as their workflow.

      So my bestcase scenario would go like this; maybe one or two more small evolutions of the existing packages, and then Autodesk releases an all new MayaMax which consolidates the best features of both programs and is crossplatform (and coincidentally costs more per license than Maya or Max did).

      Hmmm...so why am I afraid that your scenario is the one which is actually going to happen? :(

      --
      -- Waht? Tehr's a preveiw buottn?
    20. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      Ask any TD and they'll tell you in detail about how the Linux version of Maya is about 3x as fast and can handle scene files up to 8x larger than the Windows version can.

      No true heavy-duty maya user who has used it on Linux for most of their career would want to switch to the windows version. I can see maybe people in the video game industry switching but not movie/tv/commericals fx companies.

    21. Re:AutoCAD is too far up MSs back end... by demachina · · Score: 1

      "Actually, you couldn't be more wrong about how mergers have shaped Maya up until now."

      Well actually you couldn't be more wrong. Maya was a product dominated by Alias and Toronto. They did keep the TDI Paris team on the payroll and they did carry forward TDI rendering and poly concepts but it wasn't for the better. Maya's TDI like rendering was one of its weakest points, which is why any user that could afford it used Renderman, and then Mental Ray. It also look a long time before the TDI inspired poly tools got on their feet. Wavefront did contribute dynamics and IK to Maya, since it did have strength there in dynamics and IK though I imagine users will argue whether Alias or Wavefront's approach was better. Maya's development was dominated and led by Alias.

      You then just need to look at where the jobs went. TDI's Paris office was the first office to close, and they were laid off, as soon as Maya shipped 1.0. Wavefront's Santa Barbara office lasted longer but I think its either gone or now tiny compared to what it once was.

      You also just need to notice that Alias Studio/Poweranimator continued a long happy life, while TDI Explore was the first to be snuffed out, and Wavefront's product lines went second.

      --
      @de_machina
    22. Re:AutoCAD is too far up MSs back end... by demachina · · Score: 1

      The point you are missing is that these applications aren't designed to target a specific niche. Its just that they are such broad applications being developed with very limited resources that they end up better in some areas than others. Their limited staff also an expertise mix that results in strength in places and weakness in others. Certainly Max focused games so it acceled there, but if they could have pulled it off they would have loved to own animation too.

      I assure you Autodesk wants all of Maya's animation market, and Alias wanted all of Autodesk's games markets, and always have, they just didn't manage to accomplish it through R&D and competition. If you fail to do it competitively the next best option is merger.

      --
      @de_machina
    23. Re:AutoCAD is too far up MSs back end... by EnglishTim · · Score: 1

      Interesting. I don't remember that being the case when we switched over, but then I was in the R&D department rather than being a TD, so most of the test scenes I was working with didn't tend to be as big as the production ones anyway.

    24. Re:AutoCAD is too far up MSs back end... by Creepy · · Score: 1

      yeah - a lot of companies are discontinuing IRIX support for software, and I think it's because IRIX has been running a bit behind the times the last couple of years, probably due to SGI's financial woes. For instance, the available build of Mozilla is 1.6, but some work stuff required a fix that came in 1.7 (javascript bug fix, I think), and I found I had to build it myself. It wasn't easy to get it to run, even after I got it to compile. Lots of lib updates - had to bump our minimum (sub)version of IRIX supported up about 4 notches, which our customer that used IRIX didn't like much (customers really don't like patching production machines, I've found), though they didn't complain at all about having to build Moz 1.7 themselves.

      Anyhow, I can understand Alias dumping IRIX, as it really appears to be a dying platform. Reminds me of the death crawl of Digital UNIX a few years back.

    25. Re:AutoCAD is too far up MSs back end... by Locutus · · Score: 2, Interesting
      to get built for Linux.
      That's a shame because IIRC it was orginally a unix application.

      That's right, but MSFT pulled a nice trick to "fix" that problem. They licensed Win32 API's to a few who ported it to UNIX and then advertised these UNIX companies could support both Windows and UNIX with one codebase if they ported to Windows/Win32. The suckers did just that and shortly afterwards, MSFT increased the licensing fees for the Win32 APIs so much all but one of the porters closed shop. The one company which didn't close shop was also the only one which MSFT paid to port MS-IE to UNIX using Win32.... This worked out nicely for them in court because there was ONE company who did license MSFT's super expensive license.

      So yes, AutoCAD was UNIX, got ported to Win32 and had both UNIX and Windows versions, and then only Windows versions when the UNIX port of Win32 couldn't be kept uptodate.

      IMO, it's these "games" MSFT plays which foster harsh criticism of the company. I laugh every time a MSFT exec says they are doing X, Y, or Z because "customers" are asking or telling them they want it. History says it's the other way around.

      How SoftImage was able to keep its UNIX port going while actually being owned by MSFT, IMO, would make a great book/story. And by OWNED, I mean purchased. Simply amazing.

      LoB

      --
      "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
    26. Re:AutoCAD is too far up MSs back end... by Bent+Mind · · Score: 1

      Of course, I heard this from a friend who heard it from an AutoDesk rep.

      My experience with AutoDesk reps is that they don't have a clue what AutoDesk is doing. They will generally tell you anything if they think it will generate a sale.

      --
      Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
    27. Re:AutoCAD is too far up MSs back end... by demachina · · Score: 1

      "especially in the lucrative and prestigious movie segment"

      The movie segment is "prestigious", I doubt its lucrative. It was when back in the day when they were paying $30-40K a seat, and paying through the nose for maintenance. When you are selling software for $2-3K I wager the movie studios are break even at best for the software companies. You do want them because they help drive ideas for product development but the stuff they want might not have much relation to what the mass market wants. Mostly you just want them because wannabe animators want to use what the studios use, or actually they have to learn it if they want to get a job there someday.

      StudioMax was largely responsible for cratering the the price point in this market which was a benefit to all those who couldn't pay $30-40K for a piece of software but it really complicated life for software developers, because they R&D costs are enormous and they've had to try to go mass market to stay afloat, and in this area even the mass market isn't very mass.

      As for which project wins when the inevitable consolidation comes its impossible to say. Half of it will be marketing driven and half of it ill be driven by the power struggle between the two teams in Toronto and Montreal. If all the Toronto execs take their money and run, and all the management is dominated by Montreal it will require serious market pressure in favor of Maya for it to survive as the dominant package.

      "and then Autodesk releases an all new MayaMax which consolidates the best features of both programs"

      Thats sounds good but in reality its usually really hard. The architectures are completely different. It usually means a complete rewrite if you want to take actual code for a feature out of Max and put it in Maya's architecture. All Max's developer will have a steep learning curve to start developing code for Maya and vice versa. You can take the idea behind a feature and develop it for another app but both teams already rip off everything they see in the other app they like, patents permitting. Its easier to do if you have bought the developer certainly.

      Alternately you start from scratch and build a whole new app from scratch with both teams, which is what Maya was but its enormously hard and expensive, and it will take a miracle to break even after all the sunk R&D cost. You also have a struggle over architecture between the two teams if you keep them both.

      --
      @de_machina
    28. Re:AutoCAD is too far up MSs back end... by nEoN+nOoDlE · · Score: 1

      Maya, as far as I see being in the animation industry, is used a lot more widely than Max. If they get rid of Maya, I can see companies jumping onto XSI, but not onto Max, so it doesn't seem like a great move to kill it off.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    29. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      "Having said that, Autodesk would be rather stupid to drop Linux Maya as I'm sure that some people would just change to XSI instead."

      Exactly.. remember, Maya is just a piece of the production pipeline. Most studios have invested quite a bit of money in getting their entire animation pipeline running in Linux or Unix.. this includes database management, a ton of scritps to move around, writing their own image viewers, fx packages, etc etc.

      Maya is simply part of a larger picture. Instead of switching to windows, most companies would simply replace Maya with XSI, write a bit more "glue", and get on with their productions.

    30. Re:AutoCAD is too far up MSs back end... by visgoth · · Score: 1

      Softimage was able to keep Softimage|3D free of microsoft's shit, but that's only because they were forced to tie XSI (their next gen app) down to Win32. The switch to win32 delayed XSI long enough to allow Maya to become the dominant app in the high end market.

      --
      My patience is infinite, my time is not.
    31. Re:AutoCAD is too far up MSs back end... by Mac+Degger · · Score: 1

      Don't forget...there are a hell of a lot of single seat production 'houses'...the guys making magazine covers, short animations, adds etc. The money is always in the massmarket; or so Ford and MS found out. The high end is just to pull in people to the brand.

      And I was thinking about a total re-write. It's something which just has to happen every so often, to incorporate the latest and greatest in design philosophies, architecture...hell, every decade or so it's usefull just to eliminate cruft. It's something which pays over the first couple of generations of that re-write, too (version one and two, maybe even v3 of MayaMax will have paid for the re-write, especially if they've done their product segmentation/price elasticity calculations right).
      Sure, it costs money, and hassle...everything does. Especially when you want to do something right.

      But I still believe you're right: I think that Maya will get axed and the Maya engineers will do some minor stuff in 3dsmax v.10. It's easier to do and costs less money and less hassle. Too bad it's not what makes a better product in the end...but we both know it's the money for the CEO's which is what defines the deal.

      --
      -- Waht? Tehr's a preveiw buottn?
    32. Re:AutoCAD is too far up MSs back end... by Anonymous Coward · · Score: 0

      Actually, since pretty much all the larger studios work almost exclusively on GNU/Linux workstations nowdays (GNU/Linux isn't limited to the renderfarms anymore), including Weta Digital, Industrial Light and Magic, Digital Domain, Sony Pictures Imageworks, DreamWorks, Disney and so on, I think it's correct that the largest userbase consists GNU/Linux users.

      However, if you count all the hobbyists out there with pirated versions it might be the other way around.

      PS.
      I don't know the status of Pixar, they had converted pretty much all of their IRIX and Windows workstations to GNU/Linux a couple of years ago, but some say they have started converting many of those to Macs now (not that weird if you consider the fact that Steve Jobs owns both Apple and Pixar).

    33. Re:AutoCAD is too far up MSs back end... by demachina · · Score: 1

      "Sure, it costs money, and hassle...everything does. Especially when you want to do something right."

      As tight as the margins are in this market now, as low as the volume is, and expensive the R&D costs, it really is hard to build these things from scratch any more and break even, unless maybe you do it in India or China where the labor is dirt cheap. Canada is some cheaper, but not enough. The talent is sparse in this field and you already have to assemble it from all over the world. The western talent isn't likely to take a massive pay cut and end up in India or China.

      It was easier to do back when you could charge $30-40k a seat and there was less competition.

      "I think that Maya will get axed and the Maya engineers will do some minor stuff in 3dsmax v.10."

      Well in thinking about it I've moved to the position that its a 50/50 toss up which one gets axed. I really doubt both will continue on as they are. I just don't have enough insight in the market position of the two, or how the politics will play out. When Autodesk bought Discrete it kind of looks like Discrete won out since everything ended up in Montreal. The Max team might not have enough of a position to come out the winner at this point.

      Its possible Discrete has enough of a dislike for Alias the company they will gut it, move all the developers they can to Montreal but make Maya their flagship.

      --
      @de_machina
    34. Re:AutoCAD is too far up MSs back end... by jafac · · Score: 1

      It is a market in need of consolidation because there are to many packages selling to relatively few users for not enough money.

      Yeah. Fuck Free Market Capitalism and competition. Let's have more fucking software monopolies. Hell, I'll be happy when Microsoft just fucking buys all of them. Then designers will have two choices: Microsoft IE-CAD.NET web service, (pay-per-line), and pen+paper. Then we'll truly know that a new age of wonderous technology has dawned upon us.

      --

      These are my friends, See how they glisten. See this one shine, how he smiles in the light.
    35. Re:AutoCAD is too far up MSs back end... by EnglishTim · · Score: 1

      True, but companies have also invested quite a lot in Maya as well (expertise, scripts, plugins etc.)

      Having seen the transition from Windows to Linux, I think that the transition from Linux to Windows could actually be less pain than transferring from Maya to XSI. With cygwin many scripts could be kept, and much renderfarm could still stick on Linux.

    36. Re:AutoCAD is too far up MSs back end... by Locutus · · Score: 1

      It turns out this technique was not used with AutoDesk/AutoCAD. I've spent the last hour or so running through John Walkers book on the company and it looks like the AutoDesk was having quite a focus problem around the time( 1992 ) that the MS Windows version was announced.

      http://www.fourmilab.ch/autofile/www/chapter2_100. html

      I've not found where it's mentioned how the remaining versions were cancelled but I'm still looking. One thing is for sure though, that is AutoCAD was cross platform originally and built/developed on UNIX workstations. Also, John Walker saw how poorly Windows was done but also saw how the marketing of it created a huge install base which AutoDesk needed to sell into. He wanted AutoDesk to become THE graphics company for the new PC era.

      LoB

      --
      "Anyone who stands out in the middle of a road looks like roadkill to me." --Linus
    37. Re:AutoCAD is too far up MSs back end... by lmlloyd · · Score: 1

      You are confusing what happened to the programs, with what happened to the companies. Yes, Wavefront and TDI were killed off. However as far as the products go, before the SGI/Alias/Wavefront merger, both Explore and Advanced Visualizer were already scheduled to be reach the end of their product life as soon as both companies finished the joint product. That joint product is 90% of the core functionality of Maya. On the other hand, Alias Power Animator was scheduled to have future developments which at the time had nothing to do with the structure of Maya. MEL is an obvious outgrowth of Wavefront's previous scripting language, not Alias's SDL. Alias dropped their particle simulation system in favor of Dynamation. Alias dropped their IK solution in favor of Kinemation. The modeling tools in Maya came out of 3Design, not Studio Tools or Power Animator. Alias even admits that newer features like fluids started in the Paris office, and then were further developed by Alias in Canada once the Paris office was closed. Alias's contributions to the early versions of Maya are really just the great brush tools (Artisan), and some interface redesign.

      There is no doubt that as soon as the merger took place, Alias took the reigns, but the first several versions of Maya continued in the planned direction, with very little change to the core, and most of the changes Alias made being in the form of new MEL scripts. Meanwhile, Power Animator was killed off, along with Advanced Visualizer, and Explore.

      By the same token, I have no doubt that Alias management will be gutted, and Autodesk will run the show (they did buy the company after all). I am just pointing out, that the management and the product are not the same thing. Just like Alias killed off Power Animator in favor of tools developed mostly by TDI and Wavefront, Autodesk might decide to kill off Max in favor of tools developed by Alias.

    38. Re:AutoCAD is too far up MSs back end... by Mac+Degger · · Score: 1

      One thing I do knwo for sure...I wouldn't want to be an employee at either (ex-Discreet)-Autodesk or Alias right now.

      --
      -- Waht? Tehr's a preveiw buottn?
  6. the end of alias by johnrpenner · · Score: 0, Redundant


    autodesk is so 'un-alias' -- its the end of alias...

    1. Re:the end of alias by geekster · · Score: 1

      So much that it's... anti-alias? Which is a good thing considering what they do.

      Ok, I'll just go shut up in the corner now.

  7. Some useful information... by USSJoin · · Score: 5, Informative

    Background on Alias's history can be obtained here, and background on Autodesk, here.

    Hope for the future of Maya on Linux, can be found at /dev/null.

    1. Re:Some useful information... by fm6 · · Score: 1
      Wikipedia whore!

      The sad thing is that I didn't even notice when SGI spun off Alias 20 months ago. And I used to work there! Shows how far SGI has slipped below everybody's relevence radar.

    2. Re:Some useful information... by Anonymous Coward · · Score: 0
      Hope for the future of Maya on Linux, can be found at /dev/null.

      But then, after Autodesk's announcement that they DO intend to support and develop Maya on Linux, I'd think that the future is a bit brighter than that.

  8. Incredibly cheap by timeToy · · Score: 4, Interesting

    Alias sold for $182m in cash ! Wow that's cheap, given that Maya is THE software used to create all theses 3d animated motion picture that each gross several multiple of that.
    Now if Autodesk is discontinue the Maya line, that is going to be a huge lost to the industry, I rather like Autodesk to use their newly acquire Premium product (Maya) to make a coherent product line, 3DStudio Max in the cheap low end, windows only and Maya for the expensive high end, with pricey Linux-clustering support.

    1. Re:Incredibly cheap by Bruce+Perens · · Score: 4, Interesting
      And sold for $57M in 2004. And yes, Autodesk could royally screw up the film industry, but then the film industry has been cruising for a bruising. You think we have problems with nVidia. The film folks have to be really nice to nVidia for fear that the company will just walk away from that market.

      Open Source might end up being the studios salvation. It'll be an interesting few years.

      Bruce

    2. Re:Incredibly cheap by BrynM · · Score: 4, Interesting
      And sold for $57M in 2004.
      The thing is, that was to an investment firm that would be hands off. We can only hope for the same from Autodesk, but they were the competition in many markets (especially game design - boy did they just become the 800lb Gorilla there too). My hope is much like the grandparent, that Max/GMax becomes a real-time platform and Maya becomes the film production platform. Those roles are already quite estabilished (within film and gaming at least) and a smart company would play those strengths.
      --
      US Democracy:The best person for the job (among These pre-selected choices...)
    3. Re:Incredibly cheap by vought · · Score: 1
      And sold for $57M in 2004. And yes, Autodesk could royally screw up the film industry, but then the film industry has been cruising for a bruising. You think we have problems with nVidia. The film folks have to be really nice to nVidia for fear that the company will just walk away from that market.

      This could mean good things for RenderMan and Pixar, though.

    4. Re:Incredibly cheap by UpLateDrinkingCoffee · · Score: 1, Interesting
      Yeah, by pricing Maya at $5000+ makes their market pretty small... I wonder how many hobbyists would buy it if they had a reasonaby featured version that was affordable? Yeah, they have a "personal" edition but the very obvious watermarks make it pretty annoying to use.

      Here's a hint to software companies like Autocad and Maya: Would you rather have a guy like me spend $200 or $300 just so I can play with a tool the pro's use, or would you rather do without that revenue while I make due with open source? In fact, I'm sure the same Ivory Tower attitude with unix back in the day led to a small revolution you might be familiar with: Linux.

      Click here for state of the art open source 3d modelling/rendering in java! Art of Illusion

    5. Re:Incredibly cheap by Bruce+Perens · · Score: 1
      Pixar has bigger fish to fry than the market for Renderman. They probably made more from showings of The Incredibles in San Francisco than they have ever made from Renderman.

      However, Pixar has not had the easiest time with studio tools. When I left there, the studio tools had been in continuous development for 20 years, no kidding. It showed. They actually simulated the E&S picture system calligraphic API on top of OpenGL. I hope they've been able to get out from under that. At times, they considered giving up and just using Maya. However, I'd imagine Alias had been offered to them a few times over the past few years, and they must have chosen not to take it.

      Bruce

    6. Re:Incredibly cheap by demachina · · Score: 1

      Maya isn't "THE software used to create all theses 3d animated motion picture". Its one of many applications used by the movies studios, they use Softimage and Houdini and probably Max and a host of other commercial applications. More importantly the big studios develop a LOT of their own software in house. Studios tend to use whatever does a particular job best for them, and for which they can find operators who are skilled and who comfortable with a particular app. Fact is every app is stong in one area and weak in another. Maya is good in animation, and programmability, weak in modeling and rendering.

      Animation studios should be prime candidates to switch to open source and cooperation, they duplicate massive effort developing in house software. They cling to the idea the software is a competitive edge, maybe it is but I doubt it, at least not for the money they sink in to it. They also routinely get burned by proprietary software companies as they will probably get burned here when Maya gets put on life support by Autodesk.

      --
      @de_machina
    7. Re:Incredibly cheap by WindBourne · · Score: 1

      Actually, I suspect that Autodesk will be foolish and will announce that in 2 years time, they will kill the Linux Maya. At that point, the Movie industry will go bonkers and build a new OSS competing product. In fact, I would not be surprised if they are not heading that way now.

      --
      I prefer the "u" in honour as it seems to be missing these days.
    8. Re:Incredibly cheap by LetterRip · · Score: 1

      [QUOTE]Click here for state of the art open source 3d modelling/rendering in java! Art of Illusion [artofillusion.org][/QUOTE]

      No disrespect, but AOI is pretty poor at both modeling and rendering. Blender or Wings3D are the best open source modeling tools. There are a number of open source rendering tools of good quality depending on what you want to do - YafRay, Aqsis, Blenders internal renderer, PovRAY and others I'm sure.

      of course you could have meant to emphasize 'in java'.

      LetterRip

    9. Re:Incredibly cheap by iota · · Score: 2, Insightful

      You may be right. As a game programmer I, along with the most of the artists I've worked with, have been strictly Alias for over ten years now - since we moved to 3D games. Alias on the SGI then Maya on the PC. But when I heard this announcement today, I decided I was going to check out Blender soon. I want to make sure that years of investment into the next set of tools can't be so easily undone. It's going to be a very hard move, but no one believes that Autodesk isn't going to screw this up.

    10. Re:Incredibly cheap by sgant · · Score: 1

      You always hear "studios develop their own software" quite a bit...but this is mainly smoke and mirrors. A large part is off-the-shelf software that is then customized. Rarely do they use built from scratch software on major projects for the simple reason they have to get the product out and relying on unproven software can slow production.

      Yes, they use a slew of software and many times the custom software written is mainly for the pipeline itself or interaction between software. But places like ILM and Weta are mainly Maya/Renderman centric with other software thrown in like XSI/3DS/Lightwave.

      But to say that Maya is weak in modeling and rendering...when the renderer built into Maya is Mental Ray and it has close ties to Renderman plus it has a great (though not the best) NURBS and sub-d toolset...is interesting. Even Pixar is a major Maya user and they themselves started out with totally proprietary modeling and animation software only to switch over to Maya for a good portion of their productions.

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    11. Re:Incredibly cheap by xtracto · · Score: 1

      Could you let me have a wet dream?

      *****...Autodesk will open source Linux Maya, which will be merged with Blender and the Open Source community will then have a full kick ass 3D modelling technology =oP...

      The End.*****

      Thanks, Ill change my underwear now.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    12. Re:Incredibly cheap by LocoMan · · Score: 1

      Maya complete can he bought for $2000, and they also offer the free learning version (heavily watermarked, though) and an educational version for around $400 (that's exactly like the $7000 version except that you're not allowed to make commercial work with it). You can also go with XSI that has a basic version for $400, and that is a tool pro's use (used in Van Helsing and Harry Potter 3, just to name the two ones that pop up to my mind right now), or a free version that limited in the size of the renders but isn't nearly as heavily watermarked as maya PLE.

    13. Re:Incredibly cheap by WaR.KiN · · Score: 1

      And sold for $57M in 2004. And yes, Autodesk could royally screw up the film industry, but then the film industry has been cruising for a bruising. You think we have problems with nVidia. The film folks have to be really nice to nVidia for fear that the company will just walk away from that market.

      Autodesk is not going to do anything drastic. It would result in financial loss since they are removing a well-established product that already sells. Autodesk would also be putting its own reputation at stake by doing so causing distrust and frustration.

    14. Re:Incredibly cheap by Anonymous Coward · · Score: 0

      Geeze dude contribute an iota of useful 3D stuff to the film industry before talking shit about salvation.

      Applications like Maya are *monumental* projects of incomprehensible complexity compared to any extant OpenSource project, and no that isn't an exaggeration. Moreover most OpenSource 3D graphics drivers are fucking **SHIT**.

      I develop 3D HW & driver "systems" for a living and most of the effort is spent on testing because these are complex systems, it's not enough to throw crap at a wall and hope it sticks. Bruce Perens pronouncements just don't cut it in the 3D space and saying Nvidia might abandon Linux driver development is just pure FUD of the most deplorable kind. Just because it suits your zealotry doesn't make you FUDing them right. NVIDIA has sunk a small fortune into Gelato, they are heavily focused on the DCC markets so it's not only about delivering high quality drivers.

      NVIDIA produces THE best quality graphics drivers on Linux bar none, and all you can do is stand on the sidelines throwing FUD at them because you never got the code for their driver after their initial release way back when. Get over it. Go release a high quality graphics driver for a product line and then you'll have a leg to stand on instead of relying on your reputation alone to imply that the pitiful steaming pile of shit that is your typical OS 3D driver is at all useful for DCC markets.

      If it's not some moron or cynical competitor showing their ignorance & slamming NVIDIA for not calling through the DRI despite being 100% ABI compatible it's some famous zealot spreading FUD and bullshit because their ideology doesn't match his.

      And no I don't work for NVIDIA, if anything they're a competitor.

    15. Re:Incredibly cheap by Bruce+Perens · · Score: 1
      Calm down, AC. I worked in the film industry for 19 years, 12 of them at Pixar. I have a credit on two features, see the Internet Film Database. I am one of the people the film industry consults about Linux and count some of the largest special effects houses as my customers. I am passing on what they tell me about nVidia.

      Bruce

    16. Re:Incredibly cheap by LetterRip · · Score: 1

      iota,

      wait till we do a release in about a month (or if you can compile code, just use CVS) the animation tools have been completely overhauld in CVS, and the interface improvements will be ported over from our experimental tree.

      LetterRip

  9. So what is it now known as ? by barath_s · · Score: 1
  10. Autodesk Acquires Alias by craXORjack · · Score: 0, Offtopic

    They are now doing business under an assumed name, selling software at low low prices out of the trunk of their car?

    --
    Liberals call everyone Nazis yet they are the closest thing to it.
  11. Expensive and pirated by Anonymous Coward · · Score: 1, Interesting

    The likely outcome is that the Alias products will get really expensive, become very widely used, and be pirated.

    1. Re:Expensive and pirated by Anonymous Coward · · Score: 0

      reverse the order - thats how it worked before.

  12. Kill Maya Linux? Nope. by BrynM · · Score: 4, Informative

    Maya Linux has been a long time coming. Alias has proof that not only do regular customers want Linux, high-end studios demand it. OSX is in an even better position. The architeture of Maya (a scripting language called MEL on top of a "kernel" of sorts) makes it quite portable I would think.

    --
    US Democracy:The best person for the job (among These pre-selected choices...)
    1. Re:Kill Maya Linux? Nope. by Mingco · · Score: 2, Insightful

      The architeture of Maya (a scripting language called MEL on top of a "kernel" of sorts) makes it quite portable I would think.

      I would hardly call MEL an architecture. In fact, I would hardly call MEL a programming language either.

      However, Alias/Maya used to run on Irix, an SGI Unix variant (maybe still does). So, I wouldn't be surprised if the codebase was easily portable to other -ix platforms.

    2. Re:Kill Maya Linux? Nope. by BrynM · · Score: 1
      I would hardly call MEL an architecture. In fact, I would hardly call MEL a programming language either.
      It may not be an OS, but it certainly is an API that can control every part of Maya from the GUI to dynamic animations to the tooltip bubbles. By the way, I called it a "scripting language".
      However, Alias/Maya used to run on Irix, an SGI Unix variant (maybe still does).
      Oddly, 6.5 was the last Irix version (Maya is now on 7.0). Hmmm..... Maybe that's because they were no longer owned by SGI as of July 2004. Then again...
      --
      US Democracy:The best person for the job (among These pre-selected choices...)
    3. Re:Kill Maya Linux? Nope. by Wudbaer · · Score: 2, Insightful

      This is not so much a question of customer demand and technical feasability but of market strategy. It's not so rare that perfectly fine and viable products that even sell well get cancelled because they don't fit into the portfolio of the purchaser or because of other strategical considerations (see Apple's purchase of their audio software a couple of years back (forgot the name of the product) where they cancelled the existing and apparently well selling Windows version immediately). Welcome to the marketplace !

    4. Re:Kill Maya Linux? Nope. by Anonymous Coward · · Score: 0

      That would be Logic.

  13. Rough times at Autodesk.... by shoemakc · · Score: 1, Funny

    I know they've produced a few questionable products in the past, but is that really enough to require an alias?

    And what is it for that matter?

    ManualChair (R)?
    BikeSofa (R)?
    StickOttoman (R)?
    AutoCrap (R)?

    A bit more information, please....

    -Chris

    --
    --an unbreakable toy is useful for breaking other toys--
  14. What about Rhino ? by UnknownSoldier · · Score: 4, Interesting

    Interestingly that Rhino 3D is picking up users.

    Does anyone know how the big 3 modellers compare? (I know a lot of game dev studios use Max and Maya.) Also, what about Blender?

    TIA.

    1. Re:What about Rhino ? by PsychicX · · Score: 1

      Rhino is kind of small in comparison. The third Big Modeler is SoftImage|XSI, which has incidentally been gaining a lot of momentum in the game industry lately (most notably, Half Life 2/Source).

      As for Blender, it just doesn't reside in the same league. Its capabilities are for the most part adequate, but the...shall we say, controversial interface is a permanent barrier to its real adoption.

    2. Re:What about Rhino ? by Lucractius · · Score: 1

      Blender is still out there but while ive been trying to learn it. While ive learned enough to create simple shapes, its interface still leaves me scratching my head and trying to work out what to do to make what i want happen. I want to use it, but the interface seems to need work before i realy can.

      --
      XML - A clever joke would be here if /. didn't mangle tag brackets.
    3. Re:What about Rhino ? by robson · · Score: 2, Informative

      Interestingly that Rhino 3D is picking up users.

      Does anyone know how the big 3 modellers compare? (I know a lot of game dev studios use Max and Maya.) Also, what about Blender?

      While Maya is great for modeling, it's the animation and dynamics tools that really make it stand out. I don't know what apps are best positioned to take Maya's place in these areas. How do Blender's animation tools stand up to Maya's? Anyone tried Project:Messiah? Maybe this will be just the thing to push Softimage back into the spotlight...

    4. Re:What about Rhino ? by Bruce+Perens · · Score: 1
      And I guess SoftImage survived an interlude of being owned by Microsoft.

      Bruce

    5. Re:What about Rhino ? by LetterRip · · Score: 1

      [QUOTE]Does anyone know how the big 3 modellers compare? (I know a lot of game dev studios use Max and Maya.) Also, what about Blender?[/QUOTE]

      Blender has been pretty much only been freelancers and hobbyists thus far. It currently lacks some neccessities for game modeling that are pretty important for widespread game industry adoption - smoothing groups, baking of lighting, mulitple and overlapping UV maps, and tangent space normal maps.

      Blenders animating tools on the current release cycle have just caught up to some of the best in the industry going from barely usable to kicking butt in the space of six months.

      Over the next six months Blenders render and compositing tools will likely experience a similar revolution.

      Also Blender has acquired quite a few 'high end' tools lately - including soft body dynamics (cloth, rubber, etc) fluid dynamics (water type liquids only though), and hard body dynamics (physics based collisions), hair system.

      Within a year, expect Blender to be competive with highend tools on most feature sets, and to offer all of the essentials.

      LetterRip

    6. Re:What about Rhino ? by Watts+Martin · · Score: 1

      I got the impression SoftImage was purchased by Microsoft solely to force them to port their products to NT, when Microsoft was moving low-level graphics support into NT4's kernel specifically to try and make it a viable challenger to Silicon Graphics. Which seemed to work; I recall the SIGGRAPH I went to around that time being filled to the brim with Intergraph Z workstations in places SGI workstations would have been just a couple years before that.

    7. Re:What about Rhino ? by im_thatoneguy · · Score: 1

      Maya - Highly configurable, allowing proprietary studio pipelines to mesh nearly seamlessly. Extremely powerful rigging and modeling tools, however can be somewhat inaccessible to an artist without the resources of a larger studio. Max - Designed with the end user in mind. Perfect for small teams that do not have access to a dedicated programmer since all steps of production are easily accessible. Overflowing with features targeting game developers and architects. XSI - Invented IK, has pretty much maintained its lead as the best character animation package since SoftImage3D 15 years ago. Somewhere between Max and Maya in accessibility to an artist. Rhino 3d - Small player, about 10 years old. Dedicated to becoming a top notch NURBS modeling package. With the industry moving towards SubDivision Polygonal modeling, it has unfortunately had to shift its focus to cad visualization tasks. Lightwave 3d - Sports one of the fastest most innovative renderers around. However speed isn't as much of a concern in most production settings and as such has been somewhat relegated to TV episodic work. Blender 3d - Will be discussed when it becomes something worth discussing. The GIMP of the 3d world.

    8. Re:What about Rhino ? by Anonymous Coward · · Score: 0

      Stuck up dick.

      Gimp rocks, Blender rocks. Just becuase they are cheap and don't pack on features don't make them suck.

      Guess which application they used in the Shrek movies to do touch-up and texture creation?
      A. Photoshop
      B. The Gimp
      C. Propriatory in-house app.

      The answer is, of course, "B. The Gimp". You know why?

      Because photoshop doesn't run on Linux and Gimp is the best software package they found for making textures.

      At this point Blender seems to have a much more rosy future then Maya. Maybe you should buy the manual and learn howto use it.

    9. Re:What about Rhino ? by im_thatoneguy · · Score: 1

      The Gimp and Blender are very useful for integration into propreitary in-house pipelines because a large R&D team can build exactly what they need for their pipeline without having to start from scratch (ILM uses The Gimp for their touch up as well).

      That doesn't however imply that an end user will find the same value.

      I'm not "anti" Blender, I have a friend who actually implemented the shader system for Blender, as well as writing a renderer from scratch. But even he admits that compared to just about any of the commercial packages its mostly lame. Until very recently Blender didn't even support N-sided polygons. Competition in the 3d package world is extremely fierce (especially in the top 3), people develop preferences on packages based on extremely small differences. Its like a 911 Porsche showing up to a NASCAR race... it might be fast, but its just not ready for competition.

      Beyond specialized pipeline integration, I see no commercial application for Blender at this time. It's because the top 3 are so "packed with features" that they are so effective. For the small to average sized production facility, a swiss army knife is what you need to finish on time and on budget. Maybe in the next few years Blender will become the do it all tool the industry is looking for. However for now, like Gimp, Blender seems stuck in a perpetual game of catchup, being unable to spend the millions necessary to engineer the innovation the industry demands.

    10. Re:What about Rhino ? by UglyMike · · Score: 0, Troll

      Blender, as already stated elsewhere in these threads, is a bit the Gimp/OpenOffice/Linux of the 3D world, meaning free, capable, evolving, but in no way equal to their closed source, commercial top predators (that would be Photoshop, MS Office 12, MS Vista). Of course this does NOT mean that they a worthless projects! They ARE growing, getting better and being used more and more.
      At a certain moment, they will simply be "good enough". For a lot of real world use, GIMP, OpenOffice and Linux are already there (how many of you actually BUY the commercial packages because the FLOSS packages cannot handle something you absolutely need? Pirating SW does not count...). Now, Blender might not actually be quite there yet, but if the recent spurt of activity can be maintained (Blender recently got softbodies, a hair system, a fluid system to name just three and is doing wonderfull stuff in the animation area), in a year's time I think we'll start seeing more and more stuff produced in Blender (hobby and student stuff, indy pre-vis etc. One has to start somewhere...). You should try it out (Test Builds in the blender.org forum area). The interface has greatly improved over the last couple of years as well so that old horse should stop being flogged.

    11. Re:What about Rhino ? by LetterRip · · Score: 1

      [QUOTE]But even he admits that compared to just about any of the commercial packages its mostly lame.[/QUOTE]

      Have a look at current CVS or the release in about a month, then offer up your opinion, I think you will be pretty impressed.

      [QUOTE] Until very recently Blender didn't even support N-sided polygons.[/QUOTE]

      And it still doesn't - Blender has 'fgons' which don't allow internal vertices or holes in the polygon, which are allowed by true 'ngons'.

      [QUOTE]Competition in the 3d package world is extremely fierce (especially in the top 3), people develop preferences on packages based on extremely small differences. Its like a 911 Porsche showing up to a NASCAR race... it might be fast, but its just not ready for competition. [/QUOTE]

      It isn't ready to be adopted by the big studios for most tasks. There are also still some tasks that it doesn't even have limited capability for (high quality fire and some simulation). However for any studio that is just starting, or any studio in a non OECD country (ie where the price of the software would be a significant portion of total) Blender deserves strong consideration, since the cost of developing the missing features will be cheaper than getting a few seats of a high end software.

      [QUOTE]Beyond specialized pipeline integration, I see no commercial application for Blender at this time.[/QUOTE]

      Depends on the animation work - non photo real work, and any animation work for TV should be fine. Also you completely ignore the non-OECD market where Blender should become the dominant player.

      LetterRip

    12. Re:What about Rhino ? by Kenrae · · Score: 1

      Rhino is more used in industrial design. It's the 1st 3D tool in the marine and jewelry markets, for instance. It's very used in freeform architecture too (Do you know Guggenheim?).
      It's quite unknown in the game industry, because its render and animation capabilities are quite crappy (that's changing now, though, but not enough for games IMO). In movies, it has been used in Spiderman (Green Goblin glider), Minority Report (some cars), and some others. It's usually used where you need freeform, complex curves, and usually translated into Maya or Max to render. Since it's quite cheap you can use it as a secondary tool.

    13. Re:What about Rhino ? by WWWWolf · · Score: 1
      How do Blender's animation tools stand up to Maya's?

      Just a personal opinion, and this from someone who hasn't used Maya: Blender is great for modeling, and the animation tools are pretty nice and getting better all the time - but they're hardly what I would call "simple to use". The character animation stuff is powerful but the UI is pretty arcane - and I think it doesn't yet have all of the cool stuff other apps have. It does need some smoothing before it really starts to make sense.

  15. Say What? by mistermund · · Score: 1

    Autodesk acquires Alias?

    Imagine for a moment, what would happen if Adobe decided to take over Macromedia. It's a silly, far-fetched idea.

    Wha? Oh, nevermind.

    1. Re:Say What? by evil_marty · · Score: 1

      in the end Microsoft will buy out all these companies. Soon we'll have Microsoft Maya and Microsoft Photoshop and Microsoft Linux :-p

  16. If Cleaner is any indication... by mr.dreadful · · Score: 2, Interesting

    The product will be allowed to languish for years, squeezing every last drop of usefulness out of a once mighty product, compressor(ing) a once large user base on2 other software solutions.

    dang if I can figure out how to work Divx into that sentence... ;-)

    1. Re:If Cleaner is any indication... by eMartin · · Score: 1

      There is now a new Windows version called Cleaner XL.

    2. Re:If Cleaner is any indication... by im_thatoneguy · · Score: 1

      ... as Autodesk rolls out Combustion 4 for Apple...

    3. Re:If Cleaner is any indication... by danigiri · · Score: 1
      There is now a new Windows version called Cleaner XL.

      Which hasn't been updated in years, has one of the worst interfaces I've ever seen, if chock-full of bugs, has poor streaming support, is nearly obsolete, etc.

      From time to time, I discover a new obvious reproduceable bug and dutifully report it to them... only to be answered back: "Purchase a support ticket...". One particular bug in MPEG-1 support that I reported has been sitting at their "desks" for years now. Just check their support forum and you'll see. I wouldn't call Cleaner XL "new"...

      Best,
      Dani++

  17. Going to raise game prices? by suineg · · Score: 1

    Autodesk now owns Alia and 3dsMax so is this going to bring up game prices etc other things that utilize these tools for their design??

    --
    Courage is fear holding on a minute longer. George Patton
    1. Re:Going to raise game prices? by tinrobot · · Score: 1

      I doubt they will change the price, but even if they do, it will not affect game prices at all. The big cost is the talent.

      A seat of Maya and/or 3ds max costs a few grand for the seat and about a grand a year to keep it current.

      The person who uses this software costs many tens of thousands of dollars per year, some cost hundreds of thousands. The talent is orders of magnitude more expensive than the software.

  18. clustering by timmarhy · · Score: 2, Insightful

    given there is no such thing as windows clustering, and maya uses large rendering farms, i doubt they will kill it off. huge movie studio's will move to something else if they do and that's a big loss to them.

    --
    If you mod me down, I will become more powerful than you can imagine....
    1. Re:clustering by im_thatoneguy · · Score: 1

      Render farms run on all operating systems. A render farm is in fact not a cluster. How a render farm works is you network X number of computers and run a listening server on each one. Each server has all of the software necessary to render an image. An artist will send out a file to a host server which then propagates frames (or fractions of a frame) to each of the listening server. Each server works on its own task. As soon as a server finishes its frame or task it sends the file to a storage server and tells the host server its ready for another task.

      The analogy is closer to distributed computing than to a cluster.

      Also... the premiere rendering software used by modern 3d packages is Mental Ray. Mental Ray (usually behind the scenes) interprets .MI files which it then renders. Mental Ray runs on all platforms and as such could *theoretically* be rendered using a linux cluster, although I've never heard of someone actually doing that before.

    2. Re:clustering by Anonymous Coward · · Score: 0

      http://www.microsoft.com/windowsserver2003/technol ogies/clustering/default.mspx

      Looks like you caught Microsoft red handed. You know, since there's no such thing.

    3. Re:clustering by jasongetsdown · · Score: 1

      I keep hearing people say this business or that business moving off would be a huge loss to them. Autodesk's AutoCAD is a MAMMOTH business. It has literally no competitor in the U.S. Every architect, architectural engineer, mechanical/electrical/plumbing contractor, mechanical engineer (the list goes on...) in the United States uses AutoCAD. I really don't see this as much more than a move to protect Max. After all, some of those lost Maya users will switch to Max, others will not, but either way its less competition.
      I'll give it two years till an open source solution fills the Maya gap.

      --
      useless sig advice - Read Nabokov.
    4. Re:clustering by Mac+Degger · · Score: 1

      AutoCAD is by no means as entrenched as you think it is. And I'm not talking about the smaller shops either...very large corporations don't use it.

      Which isn't strange, as Autocad is a horrible clunky thing, which up to a few years ago couldn't even open multiple drawings at once. And it's expensive, and it's workflow sucks, and it's tools make yuou do WAY too much work to get something done.

      Although too many people still use it, I will give you that.

      --
      -- Waht? Tehr's a preveiw buottn?
    5. Re:clustering by Anonymous Coward · · Score: 0

      Except for Most State DOTs, who require Microstation.

    6. Re:clustering by jasongetsdown · · Score: 1
      I currently use Microstation (I work in a big office and mine is the only project that uses it) and I can tell you that AutoCAD is far superior. AutoCAD is sprightly and responsive in comparison, if not much easier to use.

      Other than Microstation and AutoCAD though I don't have any experience with other drafting software. What would you suggest? What do the aforementioned big corporations use? In the Architecture world (i.e. my world) its all AutoCAD for the sake of compatibility with contractors' drawings.

      I'd be interested to try out alternatives, even if I'll never be able to use them at work.

      --
      useless sig advice - Read Nabokov.
  19. The slippery slope for apple started years ago by Ralph+Spoilsport · · Score: 3, Interesting

    when they came up with Final Cut Pro. The video monsters collected their strengths and are now slowly pulling the wings off of Apple. First Adobe cut Premiere off of Apple, and now their video suite is Windows only. Next thing, Autodesk buys Alias. Bye bye Maya. More will soon follow. The future of Apple? SGI. It doesn't have to be this way, but that's the way it's going. Bummer, 'cuz I love Apple machines. RS

    --
    Shoes for Industry. Shoes for the Dead.
    1. Re:The slippery slope for apple started years ago by jcr · · Score: 5, Insightful

      Umm.. The problem with your scenario is that you're ignoring how FCP is eating Premiere and Avid's lunch. Apple's selling enormous FCP/Xsan/Shake/Xserve/SXserve raid packages every day. As for Maya, Autodesk is in business to make money, not to throw away huge revenue streams just to spite Steve Jobs. Maya will stay on the Mac, unless Apple ships an app that tops it.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    2. Re:The slippery slope for apple started years ago by Air-conditioned+cowh · · Score: 1

      "First Adobe cut Premiere off of Apple, and now their video suite is Windows only."

      This is a good thing. The less available it is the better. Premiere mangles audio (re-samples _without_ sample rate conversion) when you import different sample rates. Worse, it doesnt tell you it's doing it. I've even seen programs on BBC TV with audio grated in this way. It most commonly happens when a 44.1KHz CD is imported as backing music to a 48KHz project.

      Most video engineers I know don't seem to be able to hear this happening. They use small PC speakers for monitoring.

      At least Final Cut Pro sample rate converts when it needs to.

    3. Re:The slippery slope for apple started years ago by Ralph+Spoilsport · · Score: 1
      You are correct: FCP ate Premiere's Lunch, and rightly so - Premiere 4 (which is where it was at the time of FCP 1) was a roiling turd. Avid was not inferior technology: just wildly overpriced.

      The problem is this, and I've seen it happening on other fronts behind the scenes: It's very clear that Apple has the better OS. However, they keep insisting on eating their developers. IIRC, there was a search engine that was better than Sherlock, and Apple went and co-opted it, for example. There is a kind of lingering distrust and resentment. Pro level 3D apps are WAY too expensive to develop, and the market is WAY too small. And Apple can't seem to get the best and fastest video cards in their machines, which makes developing for the Apple Platform a "problem".

      It's true that Apple is selling piles of gear for Maya, but it's a fraction of what moves on the Windows platform. Adobe is ALSO i nthe game to make money, and they're not just spiting the owner of the Apple RDF, they're seeding hundreds of art schools with the Adobe Video solution, which only runs on Windows. The net result? People use what they learn on...

      Right now I am teaching at a mid-level art school and the pressure to conform is Great. It's not a pretty sight. Apple is beig cornered into the "Photoshop / Dreamweaver / Flash / InDesign" corner and while FCP rulez, our dept. is all AVID all the time and all PC...

      I'm not saying Apple's days are numbered, but they really need to counter the movement in education. They used to rule the roost, but now it's not the case... And: people use what they learn on. That's what killed FreeHand, and what is killing Quark.

      RS

      --
      Shoes for Industry. Shoes for the Dead.
    4. Re:The slippery slope for apple started years ago by littlerubberfeet · · Score: 1

      After using premiere to cut a single project back in 2003, I said never again. I was even using it on a mac. The interface is weak, the effects and titling tools are cumbersome (no livetype)...The one redeeming feature was good deck control. I could use a consumer Mini-DV camera as a deck in a pinch and grab my footage painlessly.

      FCP is god compared to Premiere. In terms of learning curve, FCP is significantly better then the AVIDs too, which is important when I am dealing with a bunch of university students at work.

      --
      Sig (appended to the end of comments you post, 120 chars)
    5. Re:The slippery slope for apple started years ago by modecx · · Score: 1

      The future of Apple? SGI.

      I've had that thought, and it dosen't sound especially crazy, but I think the window of opportunity for a successful combo passed a few years ago. SGI used to have the hardware--and with Cray's switch interlink hardware, they still have stuff nobody else has in some areas. Apple has business sense, manufacturing capacity, and most importantly a relative lack of arrogance. SGI could have had the entire industry wrapped up hardware wise, but they were too arrogant to market a graphics accelerator for the PC, or to sell their hardware or software at less than 500% markup. There has never been a company so accidentally in position to take over, and they still screwed up. No, instead they had to waste billions trying to polish turds to put in Tiffany's display cases.

      --
      Constitutional rights may be respected, repealed, or modified; but they must never be ignored.
    6. Re:The slippery slope for apple started years ago by solios · · Score: 1

      Mod parent troll plz.

      [ disclaimer, I do professional video work for moneyhats. It pays the bills, I've been doing it since the last century, I've always done it on a mac so I know what I am FRIGGING TALKING ABOUT. ]

      PREMIERE WAS A GIANT FESTERING PIECE OF SHIT.

      Apple didn't come up with FCP, they bought the damned thing from Macromedia. THAT is why Adobe is pissed at them... and Adobe didn't drop Premiere until FCP Elements came out - a stripped down gutted FCP that functions in Premiere's market space. Rather than work to make premiere a non-shitty piece of software, they simply dropped Mac support and limped off to Windows... which is kind of like getting your ass beat so badly that you switch to a school in another city where they've never heard of you, then start spreading stories about how much ass you used to kick in your hometown.

      Premiere is entry-level ass. Think iMovie with a bit more functionality. FCP isn't "better premiere", it's cheap, useable AVID. Apple is gaining professional application marketshare with superior product. And UNlike SGI, Apple's OS and applications are at a pro-sumer price point and are portable... as opposed to SGI's through-the-roof pricing.

      If you haven't noticed, SGI is still in business. They just don't give the ghost of a shit about the market you function in.

    7. Re:The slippery slope for apple started years ago by wilson_c · · Score: 1

      And yet Apple, unlike SGI, sells products people want to buy.

      Final Cut Pro, while not a perfect product, is certainly competitive with the bug-laden offerings from Avid. Premiere? Are you kidding. That app has never been anything more than a consumer-level product. It used to be bundled for free with video and Firewire cards and still no one in the industry would even toy with it.

      Shake is great. Very little competition for it at the high end.

      Most of the larger effects houses have been moving towards OSX and Linux for the past 5 years. They're the guys who make the big license purchases. If Autodesk refuses to keep servicing all those customers, you just know that Apple will be happy to sweep in with their own product.

      I just don't see it as likely for them to risk a big part of their market by abandoning customers.

    8. Re:The slippery slope for apple started years ago by scottgfx · · Score: 1

      There is also a power struggle inside of Avid between the classic Media Composer developers and the Softimage DS guys. That is also helping FCP. (You want fixes to the buggy 3D DVE in DS? Well, you're going to have to wait until we figure out how to make Symphony work with Nitris. Tree-based compositors be damed!)

      Also: The guy that lead the development of Final Cut at Macromedia was someone who developed Premiere. Go figure!

      Go Apple and FCP!!!

      --
      It's mandatory to wash your hands before returning to the land of Dairy Queen.
    9. Re:The slippery slope for apple started years ago by jcr · · Score: 1

      However, they keep insisting on eating their developers

      FCP exists because Avid announced their intention to abandon the Mac platform.

      It's true that Apple is selling piles of gear for Maya, but it's a fraction of what moves on the Windows platform.

      It's a big fraction, and it's mostly new business for Maya.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    10. Re:The slippery slope for apple started years ago by Ralph+Spoilsport · · Score: 1
      jcr wrote:

      FCP exists because Avid announced their intention to abandon the Mac platform.

      Actually, you're incorrect. AVID annouced their abandonment of the Mac platform AFTER FCP was developed, and was in direct reaction to FCP. I remember this well, because I was at Apple working on FCP when this all went down. Apple developed FCP in order to sell Macintosh computers, much as the iTMS exists to sell iPods. How do I know this? Steve Said So, back in 1998.

      RS

      --
      Shoes for Industry. Shoes for the Dead.
    11. Re:The slippery slope for apple started years ago by jcr · · Score: 1

      Actually, you're incorrect.

      I may have been off on the timing of the official announcement, but in 1997 I was hearing about Avid reps telling all their customers that they had to move to NT. One friend of mine asked his Avid salesman about compatibility with the Mac, and was told "nobody has to be compatible with the Mac anymore". This customer replied: "YOU have to be compatible with your INSTALLED BASE, asshole."

      The point is, Apple wasn't "eating a developer" here. FCP was a reaction to Avid's push to take customers from the Mac to NT.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    12. Re:The slippery slope for apple started years ago by Ralph+Spoilsport · · Score: 1
      jcr wrote:

      may have been off on the timing of the official announcement, but in 1997 I was hearing about Avid reps telling all their customers that they had to move to NT. One friend of mine asked his Avid salesman about compatibility with the Mac, and was told "nobody has to be compatible with the Mac anymore". This customer replied: "YOU have to be compatible with your INSTALLED BASE, asshole."

      1997? I don't think so. I was working at Macromedia and was brought into Apple to work with the FCP team from there on. I remember when FCP (back then called "Key Grip") was bought - it was Spring 1998, and I started at Apple around May 98. We announced ourselves at NAB in 1999 - april, IIRC. anyway - that was the same show where AVID announced their ditching the Mac Platform. There's an article on it HERE. The move to buy Key Grip/FCP from Macromedia started waaaay back - the scuttlebutt was talks started around Xmas 1997.

      I *specifically* remember our team (FCP dev) being lectured/hectored by Mr Steve himself. we asked him if we were going to charge $10 - 20k for FCP, (presumabley packaged with a Targa card or somesuch) which would undercut AVID by more than $100,000 a shot, and he replied - "no- we're charging $999." The team almost shit our collective pants. I remember this almost verbatim: "I don't care if you people lose money. Your mission is to sell computers. Period."

      I was there, chief. Seriously. FCP's development was a pro-active move by Apple. Apple/Steve saw an opportunity - with the advent of MiniDV, any shmoe could shoot some VERY high quality video, and the only app out there that was remotely affordable was Premiere, and it was a roiling turd. With the 350 mHz Yosemite and the G4 in the pipeline, it was clear that power wasn't the problem in editing DV - the problem was AVID's heinous pricing on the one end and Premiere's abyssmal quality on the other. Perfect placement: make it a *little* more expensive than Premiere but with the quality you expect from AVID. The result? Premiere lay in (much deserved) ruins, and AVID gets sawed off at the knees.

      The strategy worked, but the problem is: Adobe and AVID are not passive actors - they have their own agenda, and it Does Not Include Apple (in the long term). As long as it is profitable for them to support the apple platform, they will make products for it, but as Apple continues to fumble the education market, its slice of the pie will continue to shrink, unless Steve has some brilliant idea as to how to bypass it all. Such an end run strategy would not surprise me, but I don't see the evidence. all I see is Apple going the way of SGI, only with cheaper boxen.

      I *sincerely* hope that is not the case, but the evidence isn't there to dispute that.

      cheers,

      RS

      --
      Shoes for Industry. Shoes for the Dead.
    13. Re:The slippery slope for apple started years ago by jcr · · Score: 1

      1997? I don't think so.

      I remember where I was living when I heard about Avid telling their customers to get off the Mac, and that places it at the end of 97. This was just about when Apple shares were bottoming out, and only people who thought they'd survive were old NeXT customers like me.

      I was there, chief.

      I don't doubt that, but it really doesn't bear on when Avid was telling their customers that Apple was dead. I still don't see FCP as a case of Apple eating a developer.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
  20. ... April fool's? by Vthornheart · · Score: 1

    Come on, please someone tell me this was just a poorly timed April Fools' joke.

    --
    -Vendal Thornheart
  21. Ugh why do people even BUY AutoCAD anymore by falcon5768 · · Score: 2, Interesting
    Is the manufacturing and design industry as stuck in a rut as the Graphic Design industry is with Quark? I mean seriously, there are so many better products out there that are cheaper, less buggy, and most importantly dont require a bloodsample of your entire production staff and 1 million dollars in cash to run, why do people STILL use this POS?

    Honestly I thought at this point Auto would have already burried its self so deep into adding more junk onto the same original program that they would just fade away into nothing while VectorWorks and other programs took center stage, I certainly didnt see them buying out THE best comercial 3D program out there let alone buying it out for really what amounts to chump change and is certainly 1/8th what I expected.

    --

    "Slashdot, where telling the truth is overrated but lying is insightful."

    1. Re:Ugh why do people even BUY AutoCAD anymore by Maxim+Kovalenko · · Score: 1

      From what I have been seeing in the manufacturing industry is that most people are buying the LT version of Autocad because they do not need the functionality of the full version.

      Either that or you are seeing a lot of people buying things like Autocad's Inventor, BobCAD or MasterCAD

      Just my two cents....

    2. Re:Ugh why do people even BUY AutoCAD anymore by Wyatt+Earp · · Score: 1

      Because alot of us have trained on AutoCAD, I trained on AutoCAD 10 and worked with 10-12, and when I use another tool like VectorWorks I can't understand why anyone would use anything but AutoCAD, it's easier to use and much more powerful than the other tools out there.

      I guess once AutoCAD, always AutoCAD

    3. Re:Ugh why do people even BUY AutoCAD anymore by Anonymous Coward · · Score: 1, Interesting

      Because it's a staple to every design/engineering community out there? I know someone who just got done with school, CAD/CAMcentric classes. His education consisted of several drafting/design/3d/etc packages out there. He too went through this stage of AutoCAD just sucks. This sentiment mainly came from his teachers of the other packages. Which is odd because Clackmas Community College where he studied is considered one of the best places in the country to study using AutoCAD. Most of the big authors of text books were on staff there, but I digress...

      I told him he'd better get familiar with it because it's not as bad as people make it out to be and because it's the one app that most drafting shops have. Now that he's done with school he's come around all on his own. As powerful as some of the other apps are, they have their own limitations. He finds himself in AutoCAD much of the time now as it's just easier to get certain things done quickly.

      Now personally, yeah, I think the upgrade time requirements and prices are way too high. But if you compare AutoCAD to the likes of KeyCreator (formerly CADKEY) and other products truly in AutoCAD's class, it's definitely in the same game. I'm also very aware of ACAD's shortcomings. But I'm always amazed at the lengths people take the bashing to. I was responsible for a good portion of the detailing of the main structure for the http://www.emplive.org/images/visit/about/final_bl dg.jpg Experience Music project in Seattle. Yeah, AutoCAD detailed that. Sometimes it's not the drafting package, but the guy at the keyboard that makes things happen.

    4. Re:Ugh why do people even BUY AutoCAD anymore by UniverseIsADoughnut · · Score: 1

      I think what he was getting at is most the engineering world has left autoCAD type apps and moved on to Pro/E and Solidworks.

      I've tried all 3 above. I can't stand autoCAD, I feel like i should be at a computer that hooks into some mainframe with a mono chromatic screen, and have a slide rule at hand when using it. Solidworks I used when in school and like a great deal. I use Pro/E at work, 2001 was ok, but Wildfire is very nice (made it more like solidworks).

      I think the only reason AutoCAD survives is the install base, with lots of companies having a lot of drawings they still need in AutoCAD. The only industries I know that still use it a great deal is Architecture and Civil Engineering.

    5. Re:Ugh why do people even BUY AutoCAD anymore by Wyatt+Earp · · Score: 1

      Alot of folks use it in industrial and process pipe work.

      I've only done industrial, process pipe and Arch, and all I've used is AutoCAD professionally.

      For my hobby work, I prefer AutoCAD since I'm used to the toolset in there.

    6. Re:Ugh why do people even BUY AutoCAD anymore by gravij · · Score: 1

      I don't really know much about CAD in industry but can someone explain where Bentley'ssoftware fits in with other CAD programs. The first time I heard of this company was when my brother, a draftsman for the state electricity company told me he uses Microstation. Any insight?

    7. Re:Ugh why do people even BUY AutoCAD anymore by solios · · Score: 1

      AutoCAD::Photoshop::Quark::Office::AVID etc === $app for the following.

      People keep buying upgrades in order to fill seats for new employees or to interoperate with some dipstick who bought the new version. People keep using $app because it's what they know, it's what they're comfortable with, and it's what they can get work done in. Hell, I still use photoshop 5.5 because I find Photoshop CS to be a slow, bloated, damned-near useless pile of shit... but I have to keep it or 7 around for professional reasons- much the same way I use Office 98 but have to have a current version of Office around Just In Case. I've stopped explaining the concept of the "save as..." dialogue to people because if they actually wanted to know, they'd remember and I wouldn't have to repeat myself every time my email client ejaculated *.doc all over my home directory.

      People use this crap because it's what they know. More importantly, their PHBs believe the marketing buzz that it is The Industry Standard. And we need to be compatible with The Industry, don't we?

    8. Re:Ugh why do people even BUY AutoCAD anymore by UniverseIsADoughnut · · Score: 1

      Never heard of it. Not to say it's not well used.

      CAD apps are everywhere. But there are probably only a 1/2 dozen that are very commonly used. And many are just tailoring to the "random cad program you buy at frys" market.

      Just look at any time someone says "what do you mean there isn't CAD apps for X platform, look at this link (which then shows 30 CAD apps for some OS)" then you go look at it, and maybe 1 of them is used at all. This example works well when it's talking about CAD and OS X .

      Many CAD apps are tailored to very specific markets. So for the right target, they are the real deal. But for most others, they are a non-app.

      For largely used stuff, Pro/E, Solidworks, AutoCAD, UniGraphics and a couple others are the main ones that most large companies use. Mainly because when you start looking at 3D solid modeling with parametric design, and integrated tools to take parts to production, and or collaborative environments your list of options starts to get very small.

    9. Re:Ugh why do people even BUY AutoCAD anymore by rtb61 · · Score: 1
      There are plenty of 3d cad programs out there, turbocad for one. Cheap ,easy to use and quicker than autocadd (programs like these are really eating in autocadd user base and cost a tenth of the price). Your inertia is their profit margin, dongles (do you insure your software) pay a fee to them to sell your licence to someone else (what is the benefit they provide you that you would pay them for that).

      Employees always have to be carefull, as unwillingness to train on alternate products can lead to retrenchments, either your company looks for other staff or your companies customers look for other more cost effecient suppliers (or demand the digital files in an alternate format). Less product in the cad market (where most of their money comes from) is forcing them to jump into other product areas.

      The Indians and blender on linux, now how hard can it be to forecast the future on that combination versus autodesk on windows (just who is going to out compete who over the medium and long term.

      --
      Chaos - everything, everywhere, everywhen
    10. Re:Ugh why do people even BUY AutoCAD anymore by Bent+Mind · · Score: 1

      It's been a while (about five years), but I ran the IT department for a mapping company that used AutoCAD and MicroStation. My experience with MicroStation was that it's rough around the edges, but a good CAD package. I did a lot of scripting in AutoLISP at the time. MicroStation supported C++ for plugins and had just started to support Java. We had to have a full time programer to support it. It's support of arcs was weak and (as I recall) it didn't support polylines. Everything wanted to be a line. It did have a nice interface. If I remember right, they have a Linux version.

      One interesting note, according to one of the engineer's I talked to regularly, MicroStation was based on AutoCAD's early code base. No way to confirm it though.

      --
      Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
  22. Blender by Cave_Monster · · Score: 1

    On the topic of Blender, how is the documentation going? :)

    1. Re:Blender by Anonymous Coward · · Score: 0



      Pretty fucking good.

      Blender 2.3 manual: Buy it, learn it, love it.

      http://www.blender3d.org/cms/Manuals___Books.111.0 .html

      Btw Blender is maturing nicely and is up to 2.37a stable version. Big improvements and stability happenned around 2.34-2.35 or so and the Python scripting framework rocks the house.

    2. Re:Blender by ultranova · · Score: 3, Insightful

      Btw Blender is maturing nicely and is up to 2.37a stable version. Big improvements and stability happenned around 2.34-2.35 or so and the Python scripting framework rocks the house.

      Since the page you linked to claims that the manual is based on version 2.32, and, according to yourself, big improvements (meaning big changes) happened on version 2.34 and 2.35, and the current version is 2.37a, how can the manual be "pretty fucking good" ? It should be hopelessly out of date by now.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    3. Re:Blender by WWWWolf · · Score: 1

      Most of the changes happened in Python API, for which documentation is automatically generated and is up to date as of 2.37 (I don't think 2.37a changed anything).

      The user interface changes weren't that major, the old documentation should be more or less good enough to figure out most of the functionality in the new versions too (I think; I'm pretty sure the new stuff is documented somewhere though, just not in the manual yet).

    4. Re:Blender by Anonymous Coward · · Score: 2, Informative

      It's not.

      With version 2.37 the book designed for 2.32 is still completely relevent.

      There are improvements in stability and features, but everything in the book is still accurate. Very little of the UI has changed between the versions, of that was changed is minor improvements in visability/useability that won't confuse you, the keycombos are the same, the major features such as the modeler, animation and UV mapper are the same (just less quite a few bugs and improved stability). It's evolutionary improvements, not revolutionary ones.

      Major differences between versions are outlined on their websites. Things that generally don't get covered in 'learn howto use' manuals such as the excelent blender manual. And you know that irregardless of the application, Maya, Photoshop, 3dsmax, etc etc the manual can't be 100% accurate with the latest and greatest versions of any applications.

      Beleive me, a few years of taking graphic art classes has taught me that you actually have to use this thing called a 'brain' that when it comes to learning to use new applications, even with good books. It takes some interpretation.

      New features for 2.37a include things like a optimized and subsurf division features, New support for 'softbodies' and some force feild and deflection tools for those softbodies. Some new features added to the Python blender API. SMP support for the blender application renderer for faster rendering, added support for transparent filtering in the renderer.

      Everything in the book is still valid. You can go thru the step-by-step instructions for modelling, animating, rendering and not get lost. Most new features and changes won't matter too much except to more advanced users.

      Changelog can be found at http://www.blender3d.org/cms/Releaselogs.34.0.html
      It's all very easy to understand.

      Major incremental upgrades in features are in 2.32, 2.34, 2.36, 2.37a versions. The rest are mostly bugfix releases.

      Remember this is Free/OSS software. You get the improvements as the developers work on them.. it's not like Maya or Softimage were it's price tag forces developers to do huge changes between versions to generate sales.

      If your worried about versioning scew just use the version supplied with the book. It has binaries and source code for Windows, OS X, and Linux. No need to download anything at all if you don't feel like it.

      I feel that's its worth it to upgrade to the newest version, even when following out of the book.

    5. Re:Blender by EntropyEngine · · Score: 1

      I've tried and I've tried to get my head around Blender, but it defies understanding.

      It's by far the most utterly unintuitive application I've ever used, or should I say: tried to use and then failed...

    6. Re:Blender by zev1983 · · Score: 1

      Maybe by saying the manual was "pretty fucking good" he meant it wasn't like this http://www.tecstandards.com/2005winner.htm

    7. Re:Blender by Anonymous Coward · · Score: 0

      I _used_ to think this way.

    8. Re:Blender by Anonymous Coward · · Score: 0

      I thought this way about Blender when I first began using it, but I've realized that Blender is actually one of the most intuitive pieces of software I've ever used. With some practice, you can become one with the program much more than you can with Max, Maya, &tc. Hands all flying over the keyboard and whatnot. It's smooth. Like hot butter on breasts.

    9. Re:Blender by NickFusion · · Score: 1

      Intuitive: I do not think this word means what you think it means...};^)

      I have no doubt people can slog through and learn to use Blender, and that once one has memorized all the secret knowledge, one can be proficient with it.

      But, make no mistake, learnability is not usability.

      I was a big fan of open source software until I had to start using it. IMHO, a good user interface is worth paying for.

      The thread last week about GimpShop (the photoshop menu hack for Gimp) was a good case in point. The thread on the developer's site was flooded with grateful responses from users for making the software more usable. It was also sprinkled with grumpy responses from other Gimp developers about how this was a waste of time, and the Gimp interface was perfectly logical and needed no tinkering.

      If OSS is ever going to make it main stream, as much volunteer work is going to need to be donated by human interface design professionals as is currently donated by core engineers, and those groups are going to have to learn to play nice with each other.

        But hey, that just my opinion.

      --
      What were you expecting?
    10. Re:Blender by Archwyrm · · Score: 1

      Are you by chance an emacs user? ;x

      --
      Fascism should more properly be called corporatism because it is the merger of state and corporate power. -- Mussolini
    11. Re:Blender by EntropyEngine · · Score: 1

      No, I'm a Mac user, though.

      I'm very much aware of what intuitive means. After all, it's what I do for a living, so I ought to know...

    12. Re:Blender by reed · · Score: 1

      I think you have some terms mixed up, at least your post confused me.

      You're right-- learnability is not usabilty. And Blender is *usable* once you *learn* it, which is what takes time.

    13. Re:Blender by Lord+Flipper · · Score: 1

      Too bad there's no YafRay for Linux on ppc... same old i386-686, wininstalls, etc. too bad.

  23. The author kind of misses the point... by Anonymous Coward · · Score: 0

    "...or does this mean the end of development of Alias products on OSX and Linux?"

    Autodesk has many products running on IRIX and Linux (Inferno, Flame, Flint, Smoke, Burn, etc...). The important aspect of this acquisition is the future of Maya and Autodesk's 3dsmax. What matters most is that a quality product continues to be developed, whether it's based on either application, not what OS it runs apon.

    -D

  24. If Autodesk _does_ kill Maya for Mac and Linux... by mrchaotica · · Score: 3, Interesting

    ...it would be a good opportunity for Blender to step in and fill the gap. I wonder if it's up to it?

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  25. How do Maya and Max compare to Blender? by Anonymous Coward · · Score: 2, Interesting

    I have some artist friends in the entertainment industry. Every so often I hear about great Maya is from some, and how great Max is from others. So I know that both have their fans.

    But my question is: How does the open source Blender modeling and animation package compare to Maya and Max for creating content for movies, animations and games. What is it missing, what does it not do as well, what would it need to be able to compete? Is Blender even a worthy substitute for Maya or Max?

    I'm new to all of the above don't know what the strengths of all these different programs are - besides Blender being $0 and the others being $haha for someone on a budget.

    1. Re:How do Maya and Max compare to Blender? by teknomage1 · · Score: 1

      Blender still isn't up to the standards set by the big guys (it's getting there but still needs work), but it doesn't really even matter feature-wise because every school for 3d anim. either teaches MAX or Maya with a small minority still teaching Lightwave. Regardless of Blender's cost or features, there's no one in the industry now with the skills to use it, no comparable training programs for Blender, and most importantly, no massive hype machine to convince people it's worth looking at. Trust me, I have a BFA.

      --
      Stop intellectual property from infringing on me
    2. Re:How do Maya and Max compare to Blender? by Medieval_Gnome · · Score: 2, Informative
      Is Blender even a worthy substitute for Maya or Max?


      No.

      For one, its builtin renderer is complete crap when it comes to anything nearing physical accuracy (such as reflections. Yuck), and Yafray, while it's nice, has nothing on Mental Ray when it comes to speed, image quality, or ease of use. Admittedly, on price, it wins. And the LCSM unwrap in blender is quite nice, and I don't know of an equivalent in maya. But I'm a major n00b.

      Not to mention Hypershade owns me. It makes it so easy to make complicated shaders for objects, and do things that you wouldn't think possible.

      So yeah, blender is really nice, and I still prefer poly modeling in it compared to maya. But maya is so much more featureful, it's no competition.
      --

      :wq

    3. Re:How do Maya and Max compare to Blender? by Anonymous Coward · · Score: 0

      Trust me, I have a BFA.

      So does goatse!

    4. Re:How do Maya and Max compare to Blender? by LnxAddct · · Score: 2, Interesting

      Blender is much more than just 3d modeling. It is a full suite of 3d modeling, sound syncing, animation, physics, great scripting capabilities, game engine, and an extremely fast renderer. It was used in parts of the development for Spiderman 2, so its obviously starting to catch the big guys' attention. Quite a few professionals already use it. It really is quite a product, and although its gui paradigm is different than most are used to, it turns out to be extremely effective. Other than that, blender has all your standard features, it can render to a cluster, it can do just about anything you want it, its just a matter of getting schools to start teaching it.
      Regards,
      Steve

    5. Re:How do Maya and Max compare to Blender? by Vyyper · · Score: 1

      To sum up my response to the whole, "Is Blender up to it?" question.. the answer is a resounding, "No."

      3D Studio Max and Maya have millions of dollars of research and development invested in to them. Feedback from the game and film industry as to what to add and what to get rid of.. and extremely useful scripting languages (MAXscript and MEL respectively) that allows people/companies to cater the program to their specific needs. "Ok, we need to get Maya to do this specific task that it doesn't do right now." "Ok, we'll write a script to do this for us." Stuff like that is a life saver in production pipelines. Being able to modify the programs so heavily that it's not even recognizable as the out of the box software anymore is extremely useful.

      It's been a long time since I've played around with Blender... but can it animate fluidly? Can it render using the latest and greatest renderers? (RenderMan, MentalRay, Maxwell, Brazil, VRay, etc) Can it do dynamics and simulations? Does it have complex textruing utilities and abilities? Can you set up complex rigging solutions with it? I'm guessing the answer is no to a lot of those questions. And even if it does do some of that in some fashion or another.. I guarantee that it's not nearly up to the quality the people using Max or Maya would expect.

      Now, this acquisition doesn't mean the end to either program. Autodesk has stated that it's not going to interrupt the progress of either line. I know that's kind of a bullshit line most companies would give right after acquiring something... but Autodesk has done well in the past with not screwing things up. Look at Combustion for example.

      If anything, I view this as a good thing. This coming from a former Max user who was converted years ago to Maya.. but I use both in my every day production pipeline.. I hope that everything will "stay the same" or "business as usual" or whatever Autodesk has said.

      Personally.. I'd love for Max to start being geared more towards the game industry and Maya geared more towards the film industry. That's how it already is basically.. but Maya has been taking over a lot of ground in the game industry as of late.. and I can only thing of a few places that use Max for feature films. (not that it's not qualified to do so, just the flexibility of Maya is more of a selling point for effects studios)

    6. Re:How do Maya and Max compare to Blender? by spauldo · · Score: 1

      It's been a long time since I've played around with Blender... but can it animate fluidly? Can it render using the latest and greatest renderers? (RenderMan, MentalRay, Maxwell, Brazil, VRay, etc) Can it do dynamics and simulations? Does it have complex textruing utilities and abilities? Can you set up complex rigging solutions with it? I'm guessing the answer is no to a lot of those questions. And even if it does do some of that in some fashion or another.. I guarantee that it's not nearly up to the quality the people using Max or Maya would expect.

      So... you haven't used it in a long time, don't know its capabilities, yet you feel that it's not up to the standards of Maya or Max?

      Anyone with working experience in Blender and Maya have an opinion?

      --
      Those who can't do, teach. Those who can't teach either, do tech support.
    7. Re:How do Maya and Max compare to Blender? by CreateWindowEx · · Score: 1
      Unfortunately the "standards set by the big guys" aren't that great. My experience, at least coming from the real-time side of the coin, is that MAX, Maya, Multigen each suck in different ways; usually something that is easy on one package is hard on the others, maintaining plugins is far harder than it should be, plus they all seem surprisingly buggy for "professional" software. Maya has what looks on paper as a "pretty" architecture that sounds appealing, but in practice it seems to devolve into a twisted morass of nodes because they are missing a secondary layer of organization--it's like debugging large programs in machine language. MAX seems pretty slapped together and has its own share of bone-headed problems. All the packages seem to be poorly-performing resource hogs. It'll only get worse for next-generation stuff. Plus I don't even really use these things, I just have to watch the artists using them.

      Occasionally I wonder what a "iApp" style 3D modeler would look like; sort of like a GarageBand, where you would sacrifice some advanced functionality to make a slick and easy-to-use package that can solve 90% of people's problems. I think it would require some amazingly clever re-conceptualization of the editing problem...

    8. Re:How do Maya and Max compare to Blender? by tinrobot · · Score: 1

      Comparing the two is like comparing Quark to Vi.

    9. Re:How do Maya and Max compare to Blender? by GaryPatterson · · Score: 1

      Think Bryce and Poser for a starting point.

      That's where I think they'd go.

      It's so trivial to get something interesting on the screen within a few minutes, and the interface exposes the power of the tool through nicer widgets.

      Neither are really up to much in terms of high-powered rendering, but the interfaces present a different concept, and do it quite well. If they were any more lickable, they'd be from Apple.

    10. Re:How do Maya and Max compare to Blender? by LetterRip · · Score: 5, Informative

      [QUOTE]But my question is: How does the open source Blender [blender3d.org] modeling and animation package compare to Maya and Max for creating content for movies, animations and games. What is it missing, what does it not do as well, what would it need to be able to compete? Is Blender even a worthy substitute for Maya or Max?[/QUOTE]

      Depends on the studio, developer costs, and what type of animation you want to do. For high end photoreal Blender isn't there yet (render isn't 'high end' enough). For simulation based particle effects (fire, smoke, complex physics, crowd simulations, certain other fluid effects) Blender doesn't have those capabilities or are extremely limited (no volumetric shaders and no simulation system for smoke and flame, crowd dynamics could come shortly after the next release though). For most other TV quality animation, game animation, and small scale movie cinematics Blender is very much a possible consideration. Blender lacks some modeling tools but has a very solid core for subdivision surface modeling and has the truely neccessary tools (additional tools could improve speed and workflow). With much less than half a year of developer time, it could probably be brought to Silo equivalency for modeling, and with a full developer year could challenge Modo or ZBrush in modeling. With a half a year of dev time on texturing it could likely become ZBrush or Modo equivalent. Animation wise the next release will put it mostly on par with other character animation tools (but will still have a serious short coming in that it doesn't have motion capture capabilities). For game developers I noted above the limitations Blender has - again 6 months of developer time.

      So in short it isn't a serious contender today for what major animation studios currently do with Maya or 3dsmax, but with a bit of funding could easily be there within a years time.

      LetterRip

    11. Re:How do Maya and Max compare to Blender? by Anonymous Coward · · Score: 0

      Not to rain on your parade, but your answer is pretty useless. You say, "No, Blender can't be up to it" and then go on to say that it can't be because it doesn't do all this stuff AS FAR AS YOU KNOW. You're guessing, according to your own words. Maybe it does, maybe it doesn't - but since you don't know, your assessment isn't very useful. I'm sorry, I know that sounds cruel and rude... but it's true. Somebody asked for information, and you gave them opinion and FUD. [Yeah, I know - Welcome to Slashdot!]

      Blender has a scripting language, too. You might have heard of it - it's called Python. Lots of people use it. For more than graphics. As for being able to modify it heavily... hey, it's open source. You can get the code and do whatever you want. Externally, with Python, or internally by hacking the code. That's pretty flexible, methinks.

      Now, I'm not saying that you're wrong on the basic point. I'm not saying that Blender is the one true way to 3D animation nirvana. Fact is, it's got some serious development in front of it. But, that development is ongoing and rapid, by a team of dedicated and talented programmers. What Blender was 3 years ago and what Blender is now are night and day. What I don't understand is why you would offer such an analysis when you yourself state that you don't really know what Blender does or doesn't.

      May I humbly suggest that you spend some time with Blender, see what it CAN do right now, and then perhaps tell the rest of us (and the devs, too) what it is that it lacks? Perhaps how, in some more meaningful ways, MAX and Maya are better - preferably not, "I know how to use them," but an actual comparison of features and performance. Of course, if you're too busy working with what you have, that's understandable. ... it's just that any analysis that consists basically of, "I don't know dick about 'X', but I know 'Y' is so much better," engenders few feelings of confidence in your conclusions, and offers little insight to those of us without your undoubtedly broad experience. But hey, you're certainly authoritative!

    12. Re:How do Maya and Max compare to Blender? by LetterRip · · Score: 2, Insightful

      [QUOTE]3D Studio Max and Maya have millions of dollars of research and development invested in to them.[/QUOTE]

      They do some R&D but mostly they do what everybody else does, wait for PhDs to publish something interesting then integrate it two or three years later.

      [QUOTE]Feedback from the game and film industry as to what to add and what to get rid of.. and extremely useful scripting languages (MAXscript and MEL respectively) that allows people/companies to cater the program to their specific needs. "Ok, we need to get Maya to do this specific task that it doesn't do right now." "Ok, we'll write a script to do this for us." Stuff like that is a life saver in production pipelines. Being able to modify the programs so heavily that it's not even recognizable as the out of the box software anymore is extremely useful.[/QUOTE]

      Blender has python as a scripting language - python is beloved by animation studios. Better still - Blenders complete source code is available - They can rip out and completely replace a subsystem if they like. In terms of scripting and hard core modification Blender is very comparable.

      [QUOTE]
      It's been a long time since I've played around with Blender... but can it animate fluidly?[/QUOTE]

      Yep. The new release in a month or less kicks butt at animating.

      [QUOTE]Can it render using the latest and greatest renderers? (RenderMan, MentalRay, Maxwell, Brazil, VRay, etc) [QUOTE]

      No integrated rendering with high end renderers at this time. There are preliminary RenderMan exporters but nothing complete.

      [QUOTE]Can it do dynamics and simulations?[/QUOTE]

      Hard body dynamics - yes (but as with the other systems they aren't integrated to effect each other); Soft Body dynamics (cloth, jello, rubber) - yes, but no self collision so limited application; Fluid dynamics - yes but only for water like fluids - no smoke, no fire - and the fluid currently can't interact with an animated object. Crowd dynamics - they are available but not tied in so that character armatures can be controlled yet so again limited to more simplistic scenarios. All of these limitations are of course known, and will probably be addressed over the next one to two years.

      [QUOTE]Does it have complex textruing utilities and abilities?[/QUOTE]

      Yes but it is not node based, nor layer based, so not as powerful or flexible and not what those coming from other packages expect.

      [QUOTE]Can you set up complex rigging solutions with it?[/QUOTE]

      Yep, handles are not very customizable though.

      [QUOTE]I'm guessing the answer is no to a lot of those questions. And even if it does do some of that in some fashion or another.. I guarantee that it's not nearly up to the quality the people using Max or Maya would expect.[/QUOTE]

      I agree - but it is for very capable for many tasks (character animation, subdivision surface modeling, uv mapping, non photoreal texturing and rendering, simple particle effects). A studio needing photoreal effects should currently look elsewhere. A studio doing TV or character animation will find it quite usable. Within a year or less studios of all sorts should be giving strong consideration to integrating Blender into their existing pipeline. The developer team is aware of Blenders weaknesses and they are being very quickly addressed. All limitations but direct integration with Renderman I think could be eliminated within a year (some are already on the roadmap) and two years tops- and with a bit of funding (two full time developers) could happen much faster.

      LetterRip

    13. Re:How do Maya and Max compare to Blender? by Lakedemon · · Score: 1

      Blender needs more plugins or more powerfull ones:

      one to import fully rigged poser models (cheap high quality models with bones and skin)
      one to create skys/clouds/suns/moons and animate it
      one to create landscape
      one to create the sean/animate it
      one to sync a character's lips to a wav/tex file.
      one to make an object burn
      one to create trees/forests and to animate them
      one to import/export fully rigged characters to 3ds max/maya
      one to create/animate hair/fur
      one to create/animate/simulate clothes
      one system to simulate physical properties/constraints...

      Of these functionnalities, I think blender only has the one to create landscapes.
      3dsmax has all of these...(and maybee more)

    14. Re:How do Maya and Max compare to Blender? by Mac+Degger · · Score: 1

      Sorry, but Zbrush is a league of it's own. There just is no other program out there which even comes close (or even far!) to Zbrush's highpoly workflow/output (for organics, that is). Maya, Softimage and 3dsmax are years behind Zbrush in that department...Blender is decades behind.

      Sure, I wouldn't use Zbrush for mechanical stuff, or even anything else....but if you do highpoly organics (like the orcs etc in LotR by WETA), you use Zbrush, period.

      --
      -- Waht? Tehr's a preveiw buottn?
    15. Re:How do Maya and Max compare to Blender? by IoN_PuLse · · Score: 1

      Have you even used Blender? It has the functionality to do almost all of those things, the only ones I haven't seen is import/export of characters from/to 3dsmax and Maya. But Poser model and animation has been done, skys/clouds/suns/moons is easy, landscape can be done in loads of different ways, "sean"? you probably mean scene, and yes, duh. Most of your notes are pretty vague, like "burning" an object, but the other stuff like clothing simulation, trees, fur, yes has all been done, lots can be found in their gallery...

    16. Re:How do Maya and Max compare to Blender? by Lakedemon · · Score: 1

      I fire back at you : last time I used blender 2.37 (july 2005), It had a basic 3dsmax .3ds import script and it definetely didn't have a poser import script. I'm not talking about importing wafefront obj meshes here, but FULLY RIGGED poser characters, with bone system and vertices assigned to bones. And if by importing poser animation, you mean "converting each frame to .obj and importing each .obj into blender", I know that blender can do it but this feature isn't good enough, sorry. What blender needs is POWERFULL plug ins (not basic/uncomplete ones) that simplifies hte artist's life, like these commercial ones : gesturemax : converts fully rigged poser character into the physic/bones system of 3dsmax phoenix : create DYNAMIC flames around something (with lights with shadows that moves accordingly to the object's movement) Speedtree : create great looking trees/forest (low polygons, with light cpu use) Ventiloquist : lipsync plugin dreamscape : for clouds, sky etcs..(low cpu usage..and lights and shadows for the clouds layer..etc...) I suggest you to make an internet search about these plug-ins, you'll see that those can make an artist's life much easier and greatly enhance the MOVIES you create. If you know plug ins for blender that have the same set of VERY convenient features, I would be delighted to know of them (and I would beg you for forgiveness for my ignorance). If these plug ins of yours are free, I will even call you "god". If you don't, well....you can't even back your words, so BE GONE fool ! Another great advantage of 3dsmax and maya on blender is : hardware renderer. Have you heard of the coming Gelato/Sorbetto/Amaretto solution from nvidia for their quadro fx professional cards ? Please wake me up when blender gets such support from nvidia/ati/3dlabs/matrox....

    17. Re:How do Maya and Max compare to Blender? by Anonymous Coward · · Score: 0

      > game engine

      Um, no. Not a game engine. More like equipped for level creation (BSP visibility management, support for collision detection and other physics, support for plot and AI scripts in Python). I admit I don't know how nicely it exports these to existing community/commercial game engines, but this functionality looks nifty. (But I don't know if Valve even looked at Blender before going for 3ds max for Half-Life 2 modders. Anyone know?)

      > an extremely fast renderer

      That's not what other people here seem to say. Unless it's just spheres on chessboards, that is.

      > It was used in parts of the development for Spiderman 2

      But only for pre-visualization; I'd imagine for stuff created on other (commercial) packages -- and I can't help thinking "just for experiment" here.

      > its just a matter of getting schools to start teaching it

      This would be a major Good Thing, of course! The project needs more developers and input from all kinds of users.

      I know I sound mostly negative here -- props and best wishes to Blender and the developers and users regardless!

    18. Re:How do Maya and Max compare to Blender? by Anonymous Coward · · Score: 0

      The problem with a lot of these posts is that they are written by people who don't know jack about 3d. ESPECIALLY in a production environment. There is hardly a special effect made that dealt soley with a packages default setup or that is made in just one program. Any type of production 3D involves a lot of problem solving, figuring out how to get around all of the shortcomings of technology, time, and budget. Put those same problem solving gurus that work with Maya and Max to work with Blender and I bet you'd see some amazing results. Here are some links to an incredibly impressive use of Blender for special effects on a movie! http://users.skynet.be/mume//vendredi/fx1.html http://users.skynet.be/mume//vendredi/blender.html http://users.skynet.be/mume//pixie/Ship_Pixie.jpg http://users.skynet.be/mume//pixie/Wreck_001.jpg

    19. Re:How do Maya and Max compare to Blender? by teknomage1 · · Score: 1

      Bryce is a great tool for learning about algorithmic 3d noise and other procedural textures. It's not a great tool for making the subway from the Matrix.

      --
      Stop intellectual property from infringing on me
    20. Re:How do Maya and Max compare to Blender? by teknomage1 · · Score: 1

      Nice, though I kind of like vi...

      --
      Stop intellectual property from infringing on me
  26. Let me speak for every Maya Mac user by gsfprez · · Score: 0, Redundant

    OHH SUN OF A BEOTCH!

    damnit damnit damnit damnit....

    crap.

    CRAP!

    Screw you guys: i'm going home. And i had JUST gone totaly Microsoft free...

    --
    guns kill people like spoons make Rosie O'Donnell fat.
    1. Re:Let me speak for every Maya Mac user by Medieval_Gnome · · Score: 1

      Let me speak for every Linux Maya user, and say this:

      NO FAIR! They make us use a Motif interface, and just when we started hoping that they'd update it sometime, it ends up looking like it won't exist for us anymore. And just after I kicked the blender habid.

      Life's a biatch.

      --

      :wq

    2. Re:Let me speak for every Maya Mac user by Anonymous Coward · · Score: 0

      Try Realsoft

  27. Re:If Autodesk _does_ kill Maya for Mac and Linux. by black+mariah · · Score: 0, Insightful
    I wonder if it's up to it?
    No. No it is not.
    --
    'Standards' in computing only impress those who are impressed by things like 'standards'.
  28. they will trash it by trapine · · Score: 2, Interesting

    Like every other aquisition, Autodesk will do a terrible job of implimenting the better features of the product, and then shelve it until it dies. Meanwhile they will continue on the long standing tradition of Windows only, and worse performance. Autocad is the only program that has a reverse Moore's curve. They've already ruined autocad, lightscape and revit. They've done little to improve 3dStudio. Now that they have Alias they have even less incentive to improve their products and even more to make subscriptions mandatory, and they yearly update even more underwhelming. -can you tell I'm an irritated, but trapped user?

    1. Re:they will trash it by Equis · · Score: 1

      Amen, brother.

      I worked in a few offices before venturing out with my own architectural desgn company. While working in those offices, I used Lightscape to create renderings that were (what I believe) ahead of their time. Autodesk bought Lightscape and then what? Nuttin'. End of the line.

      Same goes for Revit. We experimented with Revit at another office. (Coincidentally, they forced me to use Autodesk's crappy Accurender for renderings.) Revit wasn't quite ready for primetime then but they had a good development plan, a good community of helpful users, and I was very encouraged--until Autodesk bought them. Now where are they? Can you even find a version number on the website?

      Now that I have my own company and can choose the tools I want, I've been searching for good replacements for these parametric modeling and drafting tools, but I have yet to find any suitable replacements. Either the available software is stuck in the yearly Autodesk there-hasn't-been-any-significant-development-but- we'll-charge-you-through-the-nose-anyway cycle or it's not quite ready for the bigtime.

      I hear good things about Archicad, so maybe I'll start looking there...

  29. I'm sure it wont be long... by doormat · · Score: 3, Interesting

    Before Maya is as of a high quality like several of Autodesk's other recent product releases, like Raster Design 2005 and Map 3D 2006. ::rollseyes::

    I'm so sorry for you Maya folk. I really am.

    And yes, Autodesk is in deep with Microsoft. They got tons of cash 10 or so years ago to kill off their Unix variants of AutoCAD (not like there was a whole lot of demand anyways). But there is just about no way they could get AutoCAD or any other vertical to run on any non MS OS (tight integration, lots of hooks for .NET and VBA). I've seen an AutoCAD install running on Virtual PC on a Mac, but that was painful. I really wouldnt expect future versions of Maya on linux or mac unless the community revolts.

    --
    The Doormat

    If you're not outraged, then you're not paying attention.
    1. Re:I'm sure it wont be long... by lmlloyd · · Score: 1

      Actually, seeing all the time and money Autodesk has been putting into migrating the smoke/flame/inferno product line off of SGI, and onto Linux, I really don't think it is very realistic to claim they are going to force Maya onto Windows only. When I last talked to Autodesk, they even said they were at least looking at making a Linux version of Combustion, since they had heard so many customer requests, though officially there were no plans yet to offer the product for Linux.

    2. Re:I'm sure it wont be long... by JFMulder · · Score: 1

      But not anymore. The Media and Entertainment is porting their apps from Unix to Linux, often with no intention to port to Windows. Even Toxik is getting the Linux treatment as we speak. And Toxik runs on top of an Oracle database, which is a direct competitor to Microsoft.

  30. Just got the Memo by BrynM · · Score: 4, Informative
    Here's the customer announcement. Funny enough, the Slashdot article is what I saw first. Some geek I am, not checking my mail...October 4, 2005

    From: Alias
    To: bryn
    Date: Wed, 5 Oct 2005 00:49:17 -0400 (EDT)
    Subject: Autodesk Signs Definitive Agreement to Acquire Alias

    Dear Alias Customer,

    Today Autodesk and Alias announced the signing of a definitive agreement for Autodesk to acquire Alias.

    Alias is a leading developer of 3D graphics technology, headquartered in Toronto, Canada. Alias develops and delivers software and services for film and video, interactive games, media and the Web. It also develops software and services for consumer products, industrial design, automotive, architecture and visualization customers.

    With more than six million users, Autodesk is the world's leading software and services company for the manufacturing, infrastructure, building, digital media and wireless data services fields. Autodesk's solutions help customers to create, manage and share their digital assets more effectively. The acquisition of Alias will continue to round out our product lines across industry segments.

    As many of you are aware, in the media and entertainment industry, most leading film studios, game developers and high-end visual effects companies use Alias' Maya®, MotionBuilder® and FBX® software. Most also use Autodesk's complementary Inferno®, Flame®, Lustre® and 3ds Max® products. The most demanding industrial designers in the world use Alias' StudioTools(TM), primarily in the automotive and consumer products segments. Bringing this technology to Autodesk will strengthen the manufacturing business by integrating conceptual design as a front-end to Inventor Series and the PLM solution.

    The acquisition also brings to Autodesk a highly talented group of individuals, a wealth of technologies and a great set of products. By combining the technology and talents of two successful, financially healthy companies, we will be better able to continue delivering solutions that address your ever-changing and increasingly complex needs. And yes, Autodesk plans to continue to support and develop Alias products as well as utilize the strength of the combined organization to provide customers with continued innovation and technology development.

    The transaction is expected to close in the next four to six months. Until that time, Autodesk and Alias will continue operating as independent companies and will remain focused on our current customer needs. We do not anticipate any changes with respect to planned product releases for either company. Please continue using your existing contacts for sales, services and support. We will update you on the progress of this acquisition, both directly and online at http://www.autodesk.com/autodeskandalias.

    On behalf of Autodesk and Alias, we would like to thank you for your business and reiterate our commitment to ensuring that this event which is exciting for both our companies will prove even more so for you.

    Sincerely,

    Carol Bartz
    Chairman and CEO
    Autodesk, Inc.

    Doug Walker
    President and CEO
    Alias

    --
    US Democracy:The best person for the job (among These pre-selected choices...)
  31. What about IRIX? by milatchi · · Score: 3, Insightful

    "does this mean the end of development of Alias products on OSX and Linux?"

    What about IRIX? Let's not forget about it. It was the first OS that any Alias software ever ran on. If memory serves, Alias was spun-off from Silicon Graphics, Inc.

    --
    Slashdot = -1 Redundant, Asperger, kdawson FUD, Libertarian, and Linux
    1. Re:What about IRIX? by Anonymous Coward · · Score: 0

      IRIX, as far as future developements are concerned, is dead.

      Say bye-bye! Any more money or developement time invested in this platform is money and time spent chasing down a dead end.

      That being said...

      Autodesk does already have quite a few Linux products. Smoke for instance is a high-end (8 grand for bottom feeder hardware/software package) video composition application that runs on Linux (Redhat) and IRIX.

      Windows hasn't got much of a future in high-end graphics.. it's popular right now for low end stuff like 'Final Cut' and such because everybody already owns Windows and the software is relatively easy to pirate, but Linux is MUCH more widespread in the movie industry then Windows every will be. It's even quite a bit more popular then OS X (although it's gaining acceptance, and moving to x86 will probably boost it quite a bit)

      I can find you a couple places were people are talking about OS X possibly gaining market share in high-end movie business due to it's compatability with Linux software.

    2. Re:What about IRIX? by tinrobot · · Score: 2, Informative

      Actually, Alias was founded in 1983 as an independant company.

      SGI bought both Alias and Wavefront as a response to Microsoft's 1995 purchase of Softimage.

      Alias separated from SGI a few years ago and has been looking for a sugar daddy ever since. There were rumors that Apple was going to buy them, but those were just rumors.

    3. Re:What about IRIX? by im_thatoneguy · · Score: 1

      *cough* Flame, Smoke, Flint and Inferno.

    4. Re:What about IRIX? by lmlloyd · · Score: 1

      Alias had already dropped IRIX support before this. I don't remember if 6.5 or 7.0 were suppose to be the last IRIX version, but there was definitely not going to be a 7.5 or 8.0 for IRIX.

    5. Re:What about IRIX? by neosake · · Score: 2, Informative

      Actually the last version of Maya to run on IRIX is Maya 6.5.

      They cite not enough people running it on IRIX for it to be worth it.

      --
      "When a ball dreams, it dreams it's a frisbee"
    6. Re:What about IRIX? by justins · · Score: 1
      What about IRIX? Let's not forget about it.

      Let's!
      --
      Now before I get modded down, I be to remind whoever might read this that what I am saying is FACT. - bogaboga
  32. Answers.. answers by jamezilla · · Score: 4, Informative
    From the Acquisition FAQ (warning: PDF):
    Q5: Will planned product releases for Alias or Autodesk be affected and will Autodesk continue to support Alias' products?
    A5: We do not anticipate any changes with respect to planned product releases for both companies. And yes, Autodesk plans to continue to develop Alias products and utilize the strength of the combined organization to provide customers with continued innovation and technology development.

    Q18: Will Autodesk sell all of Alias' products?
    A18: After the transaction closes, Autodesk plans to continue to sell all of the products currently offered by both organizations.

    Q23: What platforms do the Autodesk® 3ds Max® and Alias' Maya software support?
    A23: 3ds Max and Maya software products differ greatly in supported platforms. Maya software supports Linux®, Windows® and Macintosh® operating systems, making it the top choice for platform-sensitive segments like high-end film, whereas 3ds Max software is a Windows application that is used most often in world-building for games. We expect customers to benefit from the wide range of platforms upon which the combined company will offer its products.

    From this info, it looks like they consider Maya and 3DS Max to be in separate market segments - which indeed they are. For cryin' out loud, Pixar uses parts of Maya in their workflow. Who would want to kill that? Maya's the crown jewel of Alias. You can't compare this to the Macromedia acquisition. This would be more akin to Macromedia buying out Adobe to get Photoshop.

    1. Re:Answers.. answers by demachina · · Score: 1

      This is also very predictable language designed to calm the fears of the affected customers and get them to sit tight for a while. It is no indicator at all as to what Autodesk will actually do with these product lines in a year or two. Having expensive, overlapping R&D efforts and teams scattered around the globe almost never works out in the long run and eventually there is streamlining(layoffs) and consolidation(end of lifed products) to improve business efficiency.

      --
      @de_machina
    2. Re:Answers.. answers by tinrobot · · Score: 1

      Autodesk already did this with Max - the development was all over the globe, but after the Discreet merger they consolidated in Montreal.

      Same with Alias/Wavefront after the merger 10 years ago. Santa Barbara, Toronto, London, it was all over the map but finally settled in Toronto.

      At least both companies currently do their development in Canada...

    3. Re:Answers.. answers by mieses · · Score: 1

      I wonder if Pixar made a bid for Alias?

    4. Re:Answers.. answers by Anonymous Coward · · Score: 0

      We expect customers to benefit from the wide range of platforms upon which the combined company will offer its products.

      Did AutoDesk buy Alias in order to get programmers capable of porting AutoCAD to Linux?

  33. It's not about Linux/OSX... by tinrobot · · Score: 4, Interesting

    But it may be about the death of innovation in the area of 3D animation.

    Autodesk bought Discreet quite a while ago and is actively supporting and developing *nix and OSX versions of the Discreet products. Autodesk's AutoCAD may not be so friendly, but the Media and Entertainment division goes where the money is, and a lot of the creative types are on platforms other than Windows. Judging from history, I suspect that will continue to be the case.

    The thing that frightens me is that the two most popular 3D applications will now be under one roof. This could mark the beginning of Autodesk staging a Microsoft-like dominance of the 3D market, and the marginalization of the remaining players.

    As someone who owns seats of both 3ds Max and Maya, I should be happy, but instead I have a pit in my stomach. I'm not sure if this is a good thing at all for the 3D community.

    1. Re:It's not about Linux/OSX... by nurble · · Score: 2, Interesting

      Well, Combustion and Lustre are the only Autodesk products currently available for OSX, and Combustion isn't (or wasn't until very recently) developed on Macs, just recompiled for and tested with Macs. The Autodesk you know from Autocad probably won't be given the reigns for Maya, that will fall to the former Discreeters and the 3dsmax guys, many of whom are now cohabitating in Montreal. You'll hopefully see better integration between Max, Maya, and the effects products, inferno, flame, toxik, and smoke, which will be a good thing, and you'll most likely see maya get rolled into Toxik, the next gen pipeline compositor, whereupon Autodesk will try and kill Shake. If Autodesk starts killing off versions of Maya, as some here have suggested, people will just switch to Softimage and it will all end in tears. but what do I know? prolly nothing.

    2. Re:It's not about Linux/OSX... by LetterRip · · Score: 1

      [QUOTE] But it may be about the death of innovation in the area of 3D animation.[/QUOTE]

      Animanium, Character Animation Toolkit, - and look for Modo, ZBrush and Silo to develop very cool animation tools. Also expect great things from Blender. Most innovation is coming from the University researchers or the fast and nimble software, not out of the huge scale animation tools.

      [QUOTE]The thing that frightens me is that the two most popular 3D applications will now be under one roof. This could mark the beginning of Autodesk staging a Microsoft-like dominance of the 3D market, and the marginalization of the remaining players.[/QUOTE]

      I think it more likely that in three years time the big players are going to be fighting to survive the onslaught of the developements from these smaller DCC tool creators.

      LetterRip

    3. Re:It's not about Linux/OSX... by Tom · · Score: 1

      Parent got it right. The problem isn't Linux support - Linux is well entrenchend in the movie special effects market that support is pretty mandatory.

      The problem is that there are almost no non-Autodesk high-end 3D alternatives left. Another market cornered, another market lost for the customers. A few years down the road, you can be happy with whatever some suit at Autodesk thinks you should be happy with, or you can shove it where the sun don't shine.

      And please don't mention Blender. I love Blender to death, but it doesn't play in the same league as Maya. I've used both, and I've also used 3D Max a couple years back. Maya >> 3D Max >> Blender

      --
      Assorted stuff I do sometimes: Lemuria.org
    4. Re:It's not about Linux/OSX... by tinrobot · · Score: 1

      Animanium, Character Animation Toolkit, - and look for Modo, ZBrush and Silo to develop very cool animation tools.


      All niche players. CAT is a plug-in for the other packages. Z-Brush is cool, but is just modeling and is a starting point for work finished in the larger suites such as Maya.

      I was at the "big" Modo show at Siggraph and they showed exactly what they showed me in private meetings the year before. Their development is not happening at lightning speed. I do like Modo, but I fear they're about 5 years late and lagging behind.

      Softimage has some terrific stuff, I think they're the best chance of keeping competition alive in this market segement.

  34. They're OK with it. by hullabalucination · · Score: 4, Funny
    You sure ABC was ok with this?

    Jennifer Garner's contract with her current production company (Disney) expires in November and she'll begin working at Autodesk after that. Her job duties will include product demonstrations and killing people.

    1. Re:They're OK with it. by Anonymous Coward · · Score: 0

      I'm sorry, were you trying to be funny?

    2. Re:They're OK with it. by HTH+NE1 · · Score: 1

      They'd better not replace Jennifer Garner with the dancing baby.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
  35. Autodesk does Linux by Anonymous Coward · · Score: 0

    Not much, granted, but if you drill into the product offerings you'll find a few things there already.

  36. Re:well... by Anonymous Coward · · Score: 0

    degraded, slow, and horrible like 3DSMax is

    Degraded? in terms of what, exactly?
    Slow? upgrade your piece of shit computer
    Horrible? now you're just being whiny.

  37. Enough /. FUD about Blender by IoN_PuLse · · Score: 3, Insightful
    Whenever anyone mentions Blender here, it usually ends up in trolling about it's "crappy interface" and other fun opinions. IMHO, Blender's interface is extremely efficient, and I've worked with 3dsmax and Maya in the past...I could always get stuff done in Blender faster than the other two products. Blender by no means has a comparable featureset to 3dsmax and Maya, yet it is great at a LOT of stuff. Take a look at the gallery at Blender3d.com for some of the great work that's been done with it.

    Some really great features that Blender has over the competition:

    • Open-source (obvious, but a plus)
    • Embedded python scripting (can import other modules, cross-platform)
    • Cross-platform to a ridiculous extent
    • Platform consistent (meaning it looks the same whatever you run it on), OpenGL-accelerated user-interface
    • Less than 10 megs for any platform!!
    • Loads in a few seconds, compare that to the behemoths Maya and 3dsmax are
    • No funky copyprotection servers/dongles to worry about
    • Runs well on older hardware

    Heck there is even a ton of free documentation, ranging from a wikibook to other books and guides.

    It was used for previz stuff on Spider-man 2, in case anyone asks if it has been used in the industry.
    1. Re:Enough /. FUD about Blender by neko9 · · Score: 1

      Platform consistent (meaning it looks the same whatever you run it on), OpenGL-accelerated user-interface

      hmm... LightWave 3D

      Loads in a few seconds, compare that to the behemoths Maya and 3dsmax are

      LightWave 3D

      Runs well on older hardware

      yep it's about LightWave 3D allright :)

    2. Re:Enough /. FUD about Blender by Mac+Degger · · Score: 1

      Whilst you are correct, and Blender is fun to work with (and it being free and all), none of the features you mentioned have anything to do with what the program is used for, which is modeling, animation and rendering.

      --
      -- Waht? Tehr's a preveiw buottn?
    3. Re:Enough /. FUD about Blender by Archwyrm · · Score: 1

      Stating that a 3D graphics package can do modeling and animation is like stating that the apples you are selling are, in addition to being delicious and juicy, can also be eaten.

      The point is that Blender does these things far more efficiently than the "professional" (i.e. bloated) 3DSMAX and Maya. Personally, I would compare it to writing software in MSVC vs vim. Sure, the big software package has lots of bells and whistles, but ultimately if you know what you are doing, you can accomplish so much more work with the streamlined editor.

      --
      Fascism should more properly be called corporatism because it is the merger of state and corporate power. -- Mussolini
    4. Re:Enough /. FUD about Blender by Mac+Degger · · Score: 1

      Which tells me you haven't used this as production software, or even tried to. There is a reason why Blender isn't used as a production platform; it's just not good enough yet.

      "Stating that a 3D graphics package can do modeling and animation is like stating that the apples you are selling are, in addition to being delicious and juicy, can also be eaten."

      No it isn't. There are questions of workflow and featureset (specifically features which have to do with what the program does [ie model, or in blenders case 'not supporting the full range of modeling paradigms], not just features of the program itself [it's fast, small, etc...just not relevant to a modeler/animator who needs certain features like patch modeling or reverse IK]). It is more like stating that the apples I'm eating are in fact more plump and tasty than the other apple which is small, fast, but doesn't have the pallete/texture that mine do.

      --
      -- Waht? Tehr's a preveiw buottn?
    5. Re:Enough /. FUD about Blender by Anonymous Coward · · Score: 0

      It's funny hearing these comments coming from "amateurs" like yourself. There are a) newbies, b) "learners" c) good, d) proficient, e) expert, f) "god-like" 3D computer modeller/animators.

      Just look at what people are able to produce... I would put you somewhere between b) and c)... yet you still don't understand 3D enough to make an informed decision. About myself, I'm at the e) level.

      Let's put it this way, have you seen the recent "Incredibles" movie. Well, that would be at a d) level....

      happy hacking & blendering ;)

    6. Re:Enough /. FUD about Blender by Mac+Degger · · Score: 1

      You haven't seen any of my work, yet you grade me between b and c. On what? My low poly work? My high poly work? My animation? Movies (and what part: full package, sound/motion, direction)?

      "yet you still don't understand 3D enough to make an informed decision."

      Huh? What, you can't beat my argument (a 3d package without certain features might be small and fast, but can't compete with a package which does have certain features needed for production), so now you spew this? In what way is my 3d knowledge not adequate, please telle me? I know enough of the actual work involved (rigging, animating, textureing, modeling, normalmapping, rendering, tracking etc) and have done that work too. Furthermore, I know quite a bit about the mathematics involved (quaternions and other linear algebra to fourier analysis) and different technique's inherrent limitations to say that even though my actual artwork might not be up to guru standards (and it's not bad, if I and my freelance employers do say so), my knowledge of the industry and the techniques are more than adequate to say that Blender just is not ready for prime time (tv, movie or even print work), no matter how fast the program works, if the workflow in the program and the techniques it makes available to me is just plain lacking.

      "Let's put it this way, have you seen the recent "Incredibles" movie. Well, that would be at a d) level...."

      Funny...the experts I've talked to (guys who have worked and do work on movie and tv fx...there are these intarweb message boards, you know) pretty much say it's expert work. Not surprising, given the amount of groundbreaking research that has gone into the movie, and the cream of the crop, top talent that has worked on it. When industry insiders tell me that the most respected names in the biz have outdone themselves, it pretty well tells me that an AC like you has no idea what he's talking about when he calls the incredibles just 'proficient' work.

      BTW: an artist never blames his tools; you can make outstanding work in Blender and Milkshape...but it just takes too long if all you have is the basic tools; and that's just one of the reasons why Blender is not used in production.

      --
      -- Waht? Tehr's a preveiw buottn?
  38. Well on the upshot SoftImage should do well! by Anonymous Coward · · Score: 0

    Well hey, we can kiss Alias|WaveFront goodbye, but on the upshot, maybe Avid SoftImage|XSI will get back in to prominance. I always felt SoftImage was a better all around package anyway.

  39. Bullshit by im_thatoneguy · · Score: 2, Interesting

    Speaking from someone in the industry, you're all over hyped/worried about nothing.

    First of all, the suggestion that Autodesk pro MS is complete bullshit. More than half of Discreet's products only run on Unix.

    Second, speaking as a user of both Max and Maya, the two could see a bright future in collaboration. The two interfaces are just about identical thanks to years of blatantly ripping one another's innovations off. The two have been fighting so long that many of the programmers that developed ground breaking features for one, are now working for the other. Case in point, the lead programmer responsible for Maya's IK and rigging system was hired by Discreet to then implement the exact same functionality in MAX.

    The third point I would like to make is that Alias has been bought and sold by so many people over the last couple of years, that finally settling down in a company that at least appreciates the 3d and film industry should do nothing but good things for it.

    The industry pipeline is so firmly developed around Maya, there is no way that autodesk could cancel development just to simply kill its competitor. What most likely will happen is Alias will continue to exist just as it does today, or else some sort of HyperMerging of some of the best packages available today into one psychic lens of perfection. I would bet on the latter.

    1. Re:Bullshit by tinrobot · · Score: 1

      I prefer working in Max's interface, but I prefer Maya's power.

      Hopefully:

      Maya will become a little more user friendly. Even after 10 years, it's still a kludge. (I really don't want to have to render particles in a separate pass, for example, and the polygonal modeler must go.) The discreet people have done a really good job with making 3ds max a very easy to use program, and the Mental Ray integration they did far surpasses Alias' anemic implementation. Let them streamline the interface.

      Max will get some more advanced features. Paint Effects and Artisan immediately comes to mind, but perhaps cloth, fur, and fluids will also make the leap. Max has a good core, but it still comes up short on the high end.

      I also hope that the two can exchange data more easily.

    2. Re:Bullshit by Anonymous Coward · · Score: 0

      "I prefer working in Max's interface, but I prefer Maya's power."

      Fuck you moron.

      People like you just need to fucking die.

    3. Re:Bullshit by Anonymous Coward · · Score: 0

      Fuck you moron.

      People like you just need to fucking die.


      What brilliant insight. I can see you really had to dig deep into your shallow mind to come up with that one.

  40. Sensation by Anonymous Coward · · Score: 0

    What's the panic about? It's not like Alias' existing software is just going to stop working. What's wrong with just staying with whatever current version of it you're using? The same goes for office software. It's done the same shit for the past X years, why bother upgrading?

  41. Long time AutoCAD user - not Maya by andrelix · · Score: 2, Interesting

    Obvously AutoDesk is trying to increase the depth of products and position themselves better in the CG industry, which compliments 3D Studio well. But, for the AutoCAD users out there, this has no benefit. I am a Civil Engineer and have been using autocad since its early days (1987, v 1.18) and I think what they really need is some dedication to avoid bloatware! It will be interesting however to see how products like Maya affect their Civil 3D program as they are starting to push rendering much more than past versions. It will be interesting to see the road I designed push through the peaks of Lord of the Rings, besides that, no value add :(

  42. Re:If Autodesk _does_ kill Maya for Mac and Linux. by LetterRip · · Score: 1

    [QUOTE]..it would be a good opportunity for Blender to step in and fill the gap. I wonder if it's up to it? [/QUOTE]

    Today it definitely isn't. In a year or so of time, it might well be.

    LetterRip

  43. Re:If Autodesk _does_ kill Maya for Mac and Linux. by Pecisk · · Score: 1

    Not yet, however, from my point of view, they are close. Actually what they need is extensive manual for Maya users to migrate on Blender. Blender is growing rapidly and get features/methods added in very fast pase. Check out Project Orange (link http://orange.blender.org/), which will be something like real life showcase of usability of Blender - in same time, big QA and bugfixing session too :)

    --
    user@ubuntubox:~$ stfu This server is going down for shutdown NOW!
  44. Re:If Autodesk _does_ kill Maya for Mac and Linux. by heavy+snowfall · · Score: 1

    Compared with Maya, blender is a toy. That's the cold hard truth.

    Maya for Linux has a slightly more messed up UI than the windows release though.

    --
    Use your bluetooth phone as a modem for Linux

  45. I work for Alias and I think that this is GREAT by wbattestilli · · Score: 4, Informative

    The threads on this board are silly. Maya is not going to die on Linux or otherwise. There is too much money to be made. While Max and Maya have some overlap, Max cannot do what Maya does or serve all of Maya's customers. Autodesk doesn't have competition for our AutoStudio product so that is going to stay too. They will keep Alias products around if only because we have a *very* developed services business that is based around Maya and Studio with some *very* large companies.

    It would be reckless of me to speculate further what is exactly going to happen, but Maya in particular is quite beautiful under the hood and has a bunch of life left in it. It is very platform independent. It is flexible enough to turn into almost anything that you need it to be. It's not going anywhere.

    I'm happy about this. The near term impact is that we will have a more complete pipeline to sell in design, film and games. I bet some really nice Maya-Max translation tools pop up as well.

    1. Re:I work for Alias and I think that this is GREAT by Belseth · · Score: 2, Interesting

      I hope you're right because I was planning to switch from Lightwave to Maya before the end of the year and it definately gave me pause. My hope was to start switching to Mac and Linux around that time so it was a double hit since I considered them dropping support a definate possibility. Most of the movement over the years has been towards limiting options rather than expanding them inorder to try to trap customers. Really is a pain to the users given compatibility issues. Everyone wants you using their format so you can't easily migrate. Folks just write a good software and we'll stick around. I find Lightwave is falling behind other packages in support and that's a big reason for the move.

    2. Re:I work for Alias and I think that this is GREAT by steve_vmwx · · Score: 1

      Good luck to ya matey :)

      You're right. The heart of Maya sweet. Modular and clean makes for excellent scripting capability. The GUI just calls the same code. Easy. Simple.

      It's a work of art from a application point of view (and the quality of the results compared to the opposition speak for themselves - esp the soft models).

      3DS represents the opposite.

      I hope AD supports the ongoing development and steers clear of any thoughts to significantly change the AW approach to the application. This would be bound to keep WETA, Dreamworks, Pixar et al happy too!

      I've crossed my fingers :/

      Cheers
      Stevo

      --
      Forget the truth. Science is fact.
  46. Re:If Autodesk _does_ kill Maya for Mac and Linux. by Pseudonym · · Score: 3, Informative

    Indeed. People who have never used Maya probably can't appreciate what it can do, but Blender doesn't even come close.

    Modelling and animation is only part of a visual effects or animation pipeline. Maya's strength is not the fabulous modelling tools (certainly Lightwave's modelling tools are better), but the way that it is customisable. Any part of Maya is customisable. Maya can be whatever you want it to be, and can integrate seamlessly with whatever you want it to integrate with.

    This is a much harder problem than it sounds. Consider a simple Newtonian physics simulation engine. The location and orientation of some object might depend on the simulation (e.g. an object might be moving under gravity). On the other hand, the simulation depends on the location and orientation of objects (e.g. objects can collide). This is a circular dependency. Most animation systems handle this in one of two ways: couple the animation system and the physics simulator, or run the simulation as a post-pass between animation and rendering. Maya (even though it does have a simulator in the base product) can handle it as a plug-in, and the circular dependency is no problem at all. Moreover, you can have multiple special-purpose solvers (fluid solvers, cloth solvers etc), and they all work together automatically, with no coupling with the Maya core.

    It goes deeper.

    Maya has its own shader model. If you don't like it, such as if it's not the model that your renderer uses, you can implement your own as a plugin. No change to the core. It Just Works(tm).

    Unlike 3DS, which requires plug-ins to conform to a fixed set of interfaces (subclass THIS C++ class if you want to implement a shader, subclass THIS if you want to implement a type of geometry, subclass THIS if you want to implement a renderer), in Maya, it's completely generic. You can even implement your own "things" which the Maya core has no concept of (e.g. it's not a shader, it's not geometry, it's not a user control), and everything will just work. Try doing that with Blender.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  47. Re:If Autodesk _does_ kill Maya for Mac and Linux. by solios · · Score: 1

    And in the meantime, maybe the GIMP will replace Photoshop, is that your next line?

    Yeeeeeeeahno.

    Blender has its uses, but Super Mega High End ain't one of them. Ditto GIMP vs. Photoshop. The biggest single advantage of Blender is that it's FOSS and multiplatform - after that.... whoo. Studios shell out for Maya licenses for a reason, scooter.

  48. Re:Well... by crashelite · · Score: 1

    then there will be no more pixar... (their render farm is mac and linux)

    --
    (yes i know i suck at spelling fell free to correct my grammar and/or spellin i dont care, im still not going to change
  49. They're only copying Apple by Anonymous Coward · · Score: 0

    You saw how Apple bought eMagic and killed over 1/3 of their business by saying "no more Windows products, go buy a Mac, suckers," right? How about when they bought Shake? They tried the same deal, but then they got generous and turned it into a very affordable $5000 penalty for using a PC instead of a Mac.

    And *you* have the nerve to feel picked on?

  50. 1982 - Soviet Russia Buys United States by msjacoby · · Score: 0, Flamebait

    Reagan sez Yee Haw!

  51. Re:If Autodesk _does_ kill Maya for Mac and Linux. by LetterRip · · Score: 1

    [QUOTE]Maya (even though it does have a simulator in the base product) can handle it as a plug-in, and the circular dependency is no problem at all. [...]This is a much harder problem than it sounds.[/QUOTE]

    With Blender you have complete access to the source code so the problems you have with other software of being limited to how they expose things in their API is nonexistent. Or you could do it as a module and use the built in python scripting.

    [QUOTE]You can even implement your own "things" which the Maya core has no concept of (e.g. it's not a shader, it's not geometry, it's not a user control), and everything will just work. Try doing that with Blender.[/QuOTE]

    You can do that in Blender too - Blenders internal structure is extremely flexible, adding new types is very easy and everything 'just works'.

    LetterRip

  52. AfterEffects much? by Thu25245 · · Score: 2, Insightful

    If video editing on the Mac is dead, and this is why Adobe pulled Premiere...

    Why does Adobe continue to update AfterEffects on the Mac?

    Probably, because AfterEffects is a viable product. Premiere died because it was too lame to compete with FCP. On Windows, the competition is lighter, so it survived there. But FinalCut-using editors still use AE for finishing, because it's a genuinely useful program.

    Same thing with Maya. It's the best 3D package on the Mac. And the Mac accounts for about 25% of Alias' Maya sales. If Autodesk kills it, it'll be to their detriment.

    1. Re:AfterEffects much? by Ralph+Spoilsport · · Score: 1
      Your point is well taken - but it misses what I'm pointing at. I completely agree with you and everyone else: Premiere is a ROILING TURD of an application, and only recently became "tolerable" as an editing environment. Of course, I haven't edited anything in it that's longer than 5 minutes because to this day I don't trust their ability to keep their shit in sync.

      After FCP basically ATE Premiere's lunch (especially with the low end version of FCP which only sold for what - $300 or something?) Adobe had to re-appraise its position in the Mac market. They quickly figured out that they could milk AE for a while on the MAc - once again, as I said : People Use What They Learn, and AE was the only vaguely affordable game in town for quite a while, so AE was "It" on the Mac or othherwise. Once there was significant competition for AE and AE plug-ins, Adobe came up with a Long Term Strategy of moving their media apps off the Mac platform. With Adobe's acquisition of Macromedia, they will have fewer reservations in flexing their muscles. Of course - that will make them a target for MS... and that's an idea that really makes me shudder...

      True that Maya is the best 3D on the Mac, but the Mac is NOT the best platform for 3D, nor is Maya the best 3D app. And if you're doing industrial design or architecture, you're pretty well fucked - Autodesk and the PC is the only direction available.

      Here's an idea: Apple should buy Autodesk!

      =:-0

      best,

      RS

      --
      Shoes for Industry. Shoes for the Dead.
  53. Re:Well... by Anonymous Coward · · Score: 0

    Except that Pixar created and, like almost every other studio, uses the proprietary RenderMan package (http://en.wikipedia.org/wiki/Renderman)to do their rendering. Regardless of Maya's future (or otherwise), they will still use RenderMan for rendering on whatever platform they want.

  54. No. by hullabalucination · · Score: 2, Funny
    I'm sorry, were you trying to be funny?

    No. Now, if you'll kindly step over here, this nice lady is going to give you a product demonstration.

  55. graphic imagery by Anonymous Coward · · Score: 0

    but you got the relationship between AutoCAD and MS backwards.

  56. Always attach your license to either the dongle by PotatoHead · · Score: 1

    or a pcmcia network adapter.

    Lets you move the software at will and avoid a lot of hassles at upgrade machine time.

  57. Re:If Autodesk _does_ kill Maya for Mac and Linux. by idlake · · Score: 1

    And in the meantime, maybe the GIMP will replace Photoshop, is that your next line?

    Why not? No matter what you think of the relative features of Gimp and Photoshop today, today's Gimp has many more features than Photoshop of a few years ago. Heck, a few years ago, Photoshop didn't have more than 8 bits per channel, and Photoshop zealots like you were foaming at the mouth telling everybody how that was all anybody ever needed.

    In fact, the fancy features that Photoshop has are rarely important in day-to-day professional imaging use; professionals simply don't have the time to fiddle for hours with every image--most digital images should come out of the camera ready to use, and if they require editing, the less of it, the better.

    There are some other applications of Photoshop besides its core image editing functionality, like web design, where the Gimp doesn't compete with Photoshop. But that's OK--that's not the Gimp's purpose. I think Photoshop took a wrong turn somewhere when it incorporated all that cruft.

  58. Follow the money... by mattite · · Score: 2, Insightful

    Let's change perspective for a minute, and look at this financially. If you look at Autodesk's annual report(caution: pdf), there are some things I would like to bring to attention. First notice that Autodesk's profits are at a five year high (see page 3). Next Autodesk named Alias, directly, as a competitor (see page 21). Some people may be thinking that all that extra profit could make a great round of bonuses, but alas, Autodesk is a corperation and not a coop. There is really only one reason to buy out a competitor, and that is to capture market share. But here's the million dollar question: does Autodesk want to consolidate the market it is currently in, or, just maybe, do they see a trend late in the game and want to expand onto linux?

    With the purchase of Alias, Autodesk has a set of engineers immediately able to develop on linux, and by that I mean the infrastructure is already set up. Also, they gain Alias's technology. Basically, Autodesk bought itself some options, and increased market share. Fiscally and competetively speaking, they made a good move.

  59. Oh, great. Just great. by Qbertino · · Score: 1

    The makers of 3DSCrap bought the makers of Maya. Wonderfull.

    Why can't it be the other way around? Alias/Wavefront are real innovators in the field of 3D. Discreet/Autodesk products are more often just rehashed crummy re-releases of older versions. This really sucks.
    On the other hand, one can't really complain about the lack of competition in the 3D market. ... But that could change fast.

    I guess the 3D market is in for some serious consolidation.

    Anyway, I'm sticking with Lightwave and Blender.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:Oh, great. Just great. by AMoody · · Score: 1

      I only read the first few pages but.. How many of you guys who are bitching have actually spent atleast 500 hours in each package? Do you know anything about what you are complaining about at all? Sounds to me like a bunch a fanboys bitching.

  60. Blender in perspective by Qbertino · · Score: 3, Insightful

    No, this is no big entry for Blender. Yes, Blender is far away from competing with Maya. It's probably even far away from competing with 3DSCrap - allthough not so very far I'd say.
    But there is one thing significant about Blender as an OSS Design Software:

    While comparing Gimp to PS or Sketch to Illustrator is just plain silly, there is actually a point in comparing Blender to commercial 3D Software.
    Let's not forget: Blender was a commercial package itself back then. I even bought a licence for ca. 400$.

    So, yes, over time it is not unlikely that Blender will be a solid alternative to Maya, Softimage, Houdini, Lightwave and the rest. Blender 2.4 is coming (probably at the blender conference next week) with a complete redo of IK. There are less than 10 open ends that need programming/redoing (renderer, joints, proper NLA, more/better modelling to name a few) but even though this is lots of work, it's an overseable amount of work. Each of these open ends can be done by a good programmer with a few months time.
    Blender *is* invading the 3D market. Especially in education. Softimage's 3Democracy campaign is one result of this.

    If the Blender team could be the first to come clear with an XML based 3D format they could even call the shots and establish a new universal 3D standard.

    Bottom line:
    Over time Blender could very well become a big player in the 3D world. Just not tomorrow.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:Blender in perspective by AMoody · · Score: 1

      Blender is just terrible. It's poorly written, clunky and useless for any real work. Truespace also used to be a respected commercial app, that doesn't mean that it's not a complete piece of crap. Blender has had how long to become a major player? I really don't think they are well run or well led and I don't think they will ever be a major player. The fact that blender is even being discussed along side 3dsmax as far as quality of an application goes shows that most of the people here are not 3d professionals and have not spent the amount of time in any of the discussed 3d application to make educated judgments (or are complete and utter Maya fanboys). Come back and judge after you have spent at least four or five hundred hours in both Max and Maya. Personally I am happy to think that some of my favorite Maya features might get implemented in max or vice versa. Each app has its own strengths and anyone who claims otherwise is ignorant. If anyone wants to challenge me I can bullet plenty of ways in which each app is superior or deficient.

  61. We don't need no education by Anonymous Coward · · Score: 0

    Not to be a tweak, but you misspelled "asinine."

  62. You bet they will! by Anonymous Coward · · Score: 0

    Will Autodesk use the inherited expertise and codebase to finally develop their product line for the platforms most of their customer base would prefer

    Yes! A little known fact is AutoCAD spent money with an e-mail advertising firm to post on a FreeBSD mailing list advertising how you could buy AutoCAD at a discount. Now, if the product wasn't on FreeBSD, why would they advertise it on a FreeBSD mailing list?

    (you could just ignore AutoCAD who uses SPAM to market and try Synergy)

  63. Good news for Houdini and XSI by paulzoop · · Score: 3, Insightful

    I feel sorry for all the Maya users out there. The Maya forums are full of messages like "I'm switching to XSI/Houdini", "they're going to ruin Maya". While the Max user base is over the moon. In reality, nothing much will change. Maya was starting a slow decline. It's infrastructure is at least two generations older than Houdini, and one older than XSI. It's turned into a collection of modules that really don't fit into each other. Max has been going that way for years. Sure, its great for games - but pretty clunky by todays standards.

  64. Re:Well... by Anonymous Coward · · Score: 0

    No! No! PIXAR uses RENDERMAN!!! Hopefully this will save Pixar!

  65. Re:If Autodesk _does_ kill Maya for Mac and Linux. by Anonymous Coward · · Score: 0

    It's not, and won't be for a long time, sure it's getting features like fluid simulation and now hair in cvs, but it's flawed in it's design.
    You can't just keep piling up features ontop of a poor design, like Newtek does with Lightwave.

    If Blender is to replace Maya, then it needs to be rebuilt from scratch, and Ton needs to listen more to professionals and less to SpheresOnCheckerboardsWithLensFlares-making Elysiun users.
    He keeps adding weird stuff like automatic coloring of bones wich owns IK and other constraints.
    Why automatically color non-control objects? And make it non-reversible? That should be up to the user to customize his/her rig.
    A TD would have a heartattack if he/she saw this.

    Softimage XSI and Side Effects Houdini will immediatly fill the gap of Maya for character animation as far as the larger studios are concerned (Houdini was already dominating in the particle field, but now it's character animation tools are really catching up).

  66. Re:If Autodesk _does_ kill Maya for Mac and Linux. by BrynM · · Score: 1
    If some kind Mod comes along, please mod the parent (this one) up. Of all us learned jackasses here, this was the first earnest no to the Blender question. Whoever black_mariah is, some karma kindness is in order for nailing it right off the bat...

    ...steps off the /. geek soapbox
    Someone steps right up on it after BrynM

    --
    US Democracy:The best person for the job (among These pre-selected choices...)
  67. Some useful information? by Anonymous+Brave+Guy · · Score: 4, Funny

    So does this mean I can get modded up to +5 just for citing another pertinent Wikipedia link? :-)

    --
    If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
  68. What the market needs by twitter · · Score: 1
    It is a market in need of consolidation because there are to many packages selling to relatively few users for not enough money. The execs of the company being bought do it because they get rich cashing out and could care less about either the employees or customers both of whom usually get screwed.

    What the market needs is free software. There are NEVER enough packages to do the job from the user's perspective. CAD software is painfully easy manipulation of two and three dimensional objects. All the building blocks are in place for a free software. QCad and PythonCAD are good starts and there's plenty of good stuff that can move in from projects like Inkspace. CUPS has the printing back end taken care of. With a little bit of effort these things can all be rolled into FEM work to make something as good as Solid Works. The CAD community has the talent to do this and will. It's just a matter of time and not being worked to death by too few, too large employers who have too good a relation with government.

    When a company goes under like this, everyone loses even the execs. The money made selling out is nice but it does not add up as well as a healthy company provides in a healthy market. Commercial software is obviously not a healthy market because something of value is about to be destroyed.

    --

    Friends don't help friends install M$ junk.

    1. Re:What the market needs by lmlloyd · · Score: 1

      CAD, design, and animation software really have very little in common. A lot less than people think. Drawing up the floor plans for a building, designing an airplane, making a shoe, and making special effects for a movie have almost nothing in to do with eachother. If you think that just because they are all done on a computer, then the tools must all be pretty much the same, then you might as well say "why do we need word processors, calculators, spreadsheets, and databases? They can all just be done with a pencil." What sets these apps apart is the interface and workflow, not the core technology that draws to the screen. When you have to set up behaviors on 10,000 objects, and then animate another 500 objects moving through them on fixed motion paths, the features in QCad aren't going to be of much help. By the same token, you aren't going to get much useful stress analysys out of an animation done for a game cutscene in Maya.

    2. Re:What the market needs by Anonymous Coward · · Score: 0

      Can you create surfaces and volumes for roadway design, and calculate the total volume of concrete/blacktop/earthwork cut/clean fill/drainage capacity with the push of a button and that are acceptable by dots for actual quantities/cost? I know some cad packages that can. Thats the reason they are expensive, they work, and they are trusted.

    3. Re:What the market needs by demachina · · Score: 1

      "When a company goes under like this, everyone loses even the execs."

      You apparently have no grasp of the business world. The execs at the top of Alias food chain could care less what happens to their company, their employees, their software or their customers. They have big stakes in the company, usually in stock, and all they want out of this merger is the ability to cash out their stock at a big profit and move on to a new venture or retire on a boat in Florida surrounded by golddiggers in bikini's. That is why proprietary software is such a high risk for customers. The execs that own it will sell it down the river if the price is right.

      --
      @de_machina
    4. Re:What the market needs by bjohnson · · Score: 1

      Dude, CAD isn't all that autodesk does. Look at the discreet product line sometime...

    5. Re:What the market needs by Anonymous Coward · · Score: 0
      CAD software is painfully easy manipulation of two and three dimensional objects. [...] CUPS has the printing back end taken care of.

      ROFL. Well, better get crackin' then. I mean, obviously no one has thought of this before and you seem to have it down pat. It's like Exchange/Outlook or Photoshop, eh? So *simple* and it's a wonder no one has successfully copied it! I for one look forward to GNU/TwitterCAD. Now with 100% more goodness CUPS integration!

      Commercial software is obviously not a healthy market

      Well you sure have proved that, here.

    6. Re:What the market needs by lmlloyd · · Score: 1

      I realize that. The comment I was responding to was one that said that all this sort of work could be replaced by free software like PythonCAD. I was just pointing out that while the person I was responding to seemed to think that drawing 3D vectors was a trivial programming project, there was more that went into it than just drawing things.

  69. Remember Discreet. by The+Desert+Palooka · · Score: 1

    While AutoDesk might be firmly up MS's asses, keep in mind that one of their child companies, Discreet (who makes 3DS, Fire, Combustion, etc) runs most, if not all, their upper level software on Unix boxes - in many cases exclusively. Due to this I can see AutoDesk leaving Alias alone in respect to platforms.

  70. Scripting languages by Anonymous Coward · · Score: 0

    Man, I just finished writing a boat load of MAX Scripts. I guess I'll have a job in a few years converting them over to MELScript. :)

  71. Re:If Autodesk _does_ kill Maya for Mac and Linux. by starseeker · · Score: 1

    I'm guessing no, at the moment. More to the point, and more interesting - would it be worth it for the former customers of Maya on $PLATFORM to pool their resources and hire enough developers to make Blender into what it needs to be to be a Maya killer?

    --
    "I object to doing things that computers can do." -- Olin Shivers, lispers.org
  72. Classic submitter comment spin by Junks+Jerzey · · Score: 1

    "Will Autodesk use the inherited expertise and codebase to finally develop their product line for the platforms most of their customer base would prefer"...oh come on. That's your personal view extrapolated to include the whole world. From my point of view, Windows is _the_ platform for 3D game development, and that's one of the largest uses of 3D modelling software. See? Your view is not everyone's.

    (I'm already going to be flagged as a troll, so I might as well add that I sincerely wish Slashdot's editors would go for flat or enthusiastic teasers and not loaded, spin-full ones.)

  73. Nothing Will Change by jambarama · · Score: 1

    First, Autodesk doesn't want to 'alienate' alias customers (a bad pun I know, but true). The majority of computer users, use windows, but a much higher proportion of video editors use Macs/Linux. Macs have long been touted as king of video editing by video editors, and who can beat a lightweight linux distro for rendering?

    Nothing will change, Maya and whatnot will continue to be available on OSX and Linux. Go home sensationalists.

  74. False consensus much? by seebs · · Score: 1
    the platforms most of their customer base would prefer


    http://changingminds.org/explanations/theories/fal se_consensus.htm
    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  75. Its also been confirmed.... by Chineseyes · · Score: 0

    Jennifer Garner was also aquired in the deal, she will be included as a company perk for upper level management and top performing employees.

    --
    I think the invisible hand of the market has its middle finger extended

    --A wise old fart named SC0RN
    1. Re:Its also been confirmed.... by Anonymous Coward · · Score: 0

      And the good thing is, you KNOW she puts out....

  76. Rendering farms have nothing to do w/ clustering by Anonymous Coward · · Score: 0

    You have no clue of what you're talking about...

    a) Rendering farms have nothing to do w/ clustering. Individual frames of animation are handed out to rendering nodes by the application not the OS

    and

    b) Windows has had clustering in one form or another for almost a decade now....

  77. Movies does not imply money by Darius+Jedburgh · · Score: 1
    Maya is THE software used to create all theses 3d animated motion picture...
    There's no money in selling products to high end companies making movies because, if you think about it, they only form a small market. (How many such movies are released each year?) Alias make much more profit from businesses outside of motion pictures. Alias likes to have movie related companies as customers, not because they provide a good source of revenue, but because the prestige such customers bring boosts sales to the much larger number of low end customers.
  78. good for max, bad for maya by HelloKitty · · Score: 1


    IMHO this is good for max, bad for maya. Maya's solid in the interface as well as the API and scripting interfaces.

    apparently autodesk wants alias' film rapid prototying technologys for their automotive industries.

  79. Re:If Autodesk _does_ kill Maya for Mac and Linux. by black+mariah · · Score: 0, Informative
    With Blender you have complete access to the source code so the problems you have with other software of being limited to how they expose things in their API is nonexistent. Or you could do it as a module and use the built in python scripting.
    None of which means a damned thing because in order to get Blender to the usability of Maya you'd have to... well... BUY MAYA. Blender isn't the same ballpark as Maya. Hell, it's not even the same damn sport. Blender is AT BEST a competent hobbiest plaything. It is NOT a serious tool for film work, no matter what the Blender people try to tell you. It doesn't matter how open the API is or that you have source code. You'd have to rewrite the entire thing in order to even touch Maya's feature set.
    You can do that in Blender too - Blenders internal structure is extremely flexible, adding new types is very easy and everything 'just works'.
    If your idea of "just works" includes everything being buggy as shit, then yeah it works. I've yet to use a Blender plugin or script that didn't crash at least one in three times I use it. The closest anything comes to not imploding is Fiber generator but even that has its issues.
    --
    'Standards' in computing only impress those who are impressed by things like 'standards'.
  80. Subject by Legion303 · · Score: 1

    Here's hoping they continue development on Maya--unlike Adobe, who bought Syntrillium (developers of Cool Edit), released one bugfix/minor upgrade version, then promptly forgot about it.

  81. better formating of the previous answer by Lakedemon · · Score: 1

    *formating the previous post*

    I fire back at you :
    last time I used blender 2.37 (july 2005), It had a basic 3dsmax .3ds import script and it definetely didn't have a poser import script.
    I'm not talking about importing wafefront obj meshes here, but FULLY RIGGED poser characters,
    with bone system and vertices assigned to bones.

    And if by importing poser animation, you mean "converting each frame to .obj and importing each .obj into blender",
    I know that blender can do it but this feature isn't good enough, sorry.

    What blender needs is POWERFULL plug ins (not basic/uncomplete ones) that simplifies hte artist's life, like these commercial ones :

    gesturemax : converts fully rigged poser character into the physic/bones system of 3dsmax
    phoenix : create DYNAMIC flames around something (with lights with shadows that moves accordingly to the object's movement)
    Speedtree : create great looking trees/forest (low polygons, with light cpu use)
    Ventiloquist : lipsync plugin
    dreamscape : for clouds, sky etcs..(low cpu usage..and lights and shadows for the clouds layer..etc...)

    I suggest you to make an internet search about these plug-ins, you'll see that those can make an artist's life much easier
    and greatly enhance the MOVIES you create.

    If you know plug ins for blender that have the same set of VERY convenient features, I would be delighted to know of them
    (and I would beg you for forgiveness for my ignorance). If these plug ins of yours are free, I will even call you "god".

    If you don't, well....you can't even back your words, so BE GONE fool !

    Another great advantage of 3dsmax and maya on blender is : hardware renderer.
    Have you heard of the coming Gelato/Sorbetto/Amaretto solution from nvidia for their quadro fx professional cards ?

    Please wake me up when blender gets such support from nvidia/ati/3dlabs/matrox....

    sorry for the previous (unreadable) post, I should know better and preview the post, sorry...

    1. Re:better formating of the previous answer by Anonymous Coward · · Score: 0

      I'm at school so that's why I'm posting as AC. I looked up what I thought was Poser importing but I guess I meant animation import, found here: http://www.centralsource.com/blender/bvh/how.htm

      I don't appreciate being called a fool either.

      I agree that Blender could use more plugins but this can't really be called a fault of Blender itself - plugins are made by other people and companies. So Maya and 3dsmax aren't responsible for Speedtree (which is really meant for real-time rendering but oh well) or any other _3rd party_ stuff.

    2. Re:better formating of the previous answer by Lakedemon · · Score: 1

      I never called you a fool...

      That was an "if" statement. A perfect logical one too : I'm talking about features/scripts (third parties included) that would make
      blender a good alternative for maya/3ds max for the production of good qualities movies. You pretended blender had then (without giving proof/links). I just asked you to back your words. If you can't back your words, wouldn't you be a fool to have said them in the first place ?

      Remember that these blender features/scripts should be solid enough to meet commercial quality.

      I looked for this kind of scripts when I tried blender in July, became frustrated with those I found/googled (lots of blender import/export scripts are old/obsolete/don't work well). In the opposite, the commercial solutions for 3dsmax (from third parties)
      worked flawlessly for me (at least I got more than 80% of success, you can't hope for much more in the 3d world).

      Please note, that I GAVE YOU references to great plug ins. If the link you gave me (I read about that in july) is the best you can do, it wont change my opinion that :

      Blender may have a great feature and is a nice piece of software. But it CANNOT compete TODAY with 3ds max/maya for the creation of movies...even if it CAN create movies.

  82. Re:If Autodesk _does_ kill Maya for Mac and Linux. by mrchaotica · · Score: 1

    Wow, that's pretty impressive. How exactly does Maya manage to do all that?

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  83. Same reason people run MS office by Billly+Gates · · Score: 1

    Because its the application everyone else uses.

    I guess IT managers love it because its part of the standards they owe and ahh about having to support.

  84. FlexLM is easy to break by spitzak · · Score: 1

    FlexLM is very easy to break compared to the typical copy protection you will get on a game. It's purpose is to keep reasonably honest people in line and allow them to control shared licenses from a central server in such a way that the number can be easily increased or decreased.

    I believe Maya relies on the fact that the license is easy to break. This gets a lot of home users to learn how to use Maya before they get a job in computer graphics, which greatly increases their market share.

    Incidentally, the cracking program for Windows will produce a license that works for the Linux version on a machine with the same MAC address.

  85. MEL by Anonymous Coward · · Score: 0

    Simple. For the last three or so releases, "Maya" has essentially been (1) a Maya Embedded Language interpreter core plus (2) all the parts of it written in MEL. Result: total customization of everything.

    This goes significantly beyond Blender's Python scripts... you can access the various modules pretty well, but you really can't modify or replace anything you want freely (like you can with Maya because it's just all MEL).

    Somebody pointed out that Blender's source code is available for this level of customization. Was that a joke? That's a night and day difference from the convenience offered by MEL -- a difference that translates directly into resources (head scratching, time, money) needed.

    1. Re:MEL by Pseudonym · · Score: 1

      Not quite.

      Maya has two main parts "under the covers":

      • The dependency graph. This is what gives Maya its flexibility.
      • The MEL interpreter. This is what gives Maya its extensibility, for the most part. (In fact, you can't create dependency graph nodes in MEL; you need to do this using the C++ API.)

      The dependency graph is precisely what it sounds like: It's a graph, with dependencies between the nodes. Dependency nodes form an object hierarchy, so you can subclass nodes to make other nodes.

      A good way to think of this is like a spreadsheet. The cells in a spreadsheet either contain data which the user has typed in, or contain expressions which compute values based on the values in other cells. When you modify some value, the system propagates those changes through the spreadsheet. The Maya dependency graph works similarly. For example, in Maya, "time" is just a node. Moving to the next frame just requires changing the value in the "time" node, and letting the dependency engine do the rest.

      The main difference with a spreadsheet is that in Maya, the evaluation is goal-directed. At any time, only some of the scene is visible (e.g. some layers might be turned off), so Maya goes to a lot of trouble to avoid propagating changes that don't contribute to visible changes. This way, you can play back animations at real-time speeds if the visible part of the scene isn't complex.

      Everything in Maya works this way. Suppose you create a polygonal square, then extrude it, then tweak it. Then you have four nodes: A polygonal square node, which outputs a polygon mesh, then an extrusion node, which turns polygon meshes into polygon meshes, then a tweak node, then a shape node, which is the thing that's actually visible. Your entire construction history is there, so you can go back and edit the amount of extrusion, and the changes will propagate through.

      So if you want to implement a new polygon edit tool, all you need to do is create a dependency node for it, and everything will work. (You also need to create a user interface, of course. You can do that with MEL.)

      Similarly, if you want to create a completely new concept in Maya, once again, all you need to do is implement new dependency nodes. Eventually, they will output some kind of data that Maya understands (e.g. transforms, colours), and at that point, standard Maya dependency nodes can take over. Or they won't output anything at all, and can just sit there waiting for your exporter or renderer to take notice of them, at which point they'll be evaluated. And MEL provides you with a mechanism to create a user interface to manipulate your dependency nodes; MEL has primitives for manipulating any dependency node object which conforms to the Maya data model.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    2. Re:MEL by Anonymous Coward · · Score: 0

      This probably comes in too late, but thank you for a superb explanation! You'd deserve a +5 Insightful *and* Informative for that :-)

      Looks like a really well thought of system in there.

  86. I USED to work for a company Autodesk bought... by Anonymous Coward · · Score: 1, Interesting

    ...and the first thing they did was fire our excellent and experienced sales team. They turned sales over to their guys, who didn't do jack to move any of our products because the sales cycle for a enterprise solution was longer than 3 months and they had to meet their quarterly goals before all else. The mismanaged our product line into the dirt, I'm not even sure if that product line even exists still.

    Our staff went from 250 to 45 in 3 rounds of layoffs (I went in the 3rd). At least they were quite generous with the severance package.

  87. There Can be Only One by rtrifts · · Score: 1

    This should come as a surprise to nobody. 3d modeling programs are - surprise - PC applications. The market has demonstrated that over the course of time, there is only one PC software application that survives in the marketplace.

    That is the nature of an industry where piracy helps the market leader and hurts those behind it. It has ever been thus. This is no different.

    Softimage's days are numbered. They can't compete with a united 3dsmax/Maya. They were a third whell to begin with. It's not going to get better for them.

    discreet will ultimately stream the united 3dsmax/Maya apps under the same user interface and will create packages and plug-in extentions for film and 3d gaming use. As the differences in modeling requirements narrow over time, the differences and different plug-ins will being to vanish and become consolidated under a generic program feature.

    Students will learn one interface in school. Pirates will use one application before they go to 3d school and mpod games. Companies will reduce training costs and as for price? Well - that remains to be seen. I have not seen a Monopolist reduce prices yes, so I wouldn't hold my breath.

    Honestly though - even a dead man could have seen this merger coming: "That is the sound of inevitibility."

    --
    .Robert
  88. I wonder why Apple passed ... by __aadkms7016 · · Score: 2, Interesting
    It's safe to assume Alias was shopped to Apple, and Apple passed or was outbid.

    One wonders why Apple didn't buy it -- Apple has paid 30-50 M USD in cash for pro video and audio software companies in the past, so the price Autodesk paid is not wildly out of sync with that. As a wedge to move PC users to Apple hardware, it's well worth writing the check.

  89. deja vous by Anonymous Coward · · Score: 0
    The only worry I have with recommending [this product] is its life expectancy. As a Softdesk product, it is now an Autodesk product and the only real Autodesk product is AutoCAD. Therefore [this product] does not appear to have a rosy future. With this uncertainty surrounding [this product], any investment in time learning and developing automated applications within it might not be a prudent investment of your time - and at the end of the day, with CAD, that is the biggest investment you will have to make.


    quote taken from an old software review by Tony Zilles


    now... I happened to like that old program. Back, in college (early 90's), for 2D work that didn't require fancy rendering (e.g. floor-plans, &c.) anything that would take me a day to finish, using AutoCAD would take me around an hour to put together using DrafixCAD. Orange Software (aka Softdesk aka Autodesk) bought it, and killed it, and I haven't seen much of a significant improvement in AutoCAD as a result.


    Will this be the same, or will AutoCAD actually get better rendering capability, while Maya dies quietly?

  90. Re:well... by HeroreV · · Score: 1
    Degraded? in terms of what, exactly?
    In terms of the excellence that comes from Maya.
    Slow? upgrade your piece of shit computer
    Or use Maya.
    Horrible? now you're just being whiny.
    Or comparing it to Maya.
  91. Re:If Autodesk _does_ kill Maya for Mac and Linux. by Anonymous Coward · · Score: 0

    While I love and use Blender, please don't mention the access to source code as anything usable for a production house (perhaps accustomed to MaxScript or MEL). Even Ton himself admits that a lot of it is horrible accumulated spaghetti or just legacy from Blender's hectic commercial days. It's a lot of C and C++ with Python scripting here and there, and overarching consistency is still firmly on the To Do list...

    Dunno. If I had a few competent coders to throw at a project like that, I'd have it rewritten it in Psyco'ed Python, with inlined C binary borrowed from the original for the clearly "atomic" base functions. The required customizability and hopefully sufficient speed...

    Off to talk to VC guys! *dons jungle fatigues*

  92. Re:If Autodesk _does_ kill Maya for Mac and Linux. by LetterRip · · Score: 1

    [QUOTE]Even Ton himself admits that a lot of it is horrible accumulated spaghetti or just legacy from Blender's hectic commercial days. It's a lot of C and C++ with Python scripting here and there, and overarching consistency is still firmly on the To Do list...[/QUOTE]

    Depends on what area they need to look at - the Python API does have some inconsistencies still but is undergoing a major cleanup which is eliminating most of them. There are a few areas that are still pretty ugly, but the animation system, the object system, the transform system, and the simulation systems are all rewritten to nice new clean code and APIs - thus the code that an animation house would mostly need to touch is in good shape with some exceptions that are mostly targeted for rewrite over the next 6 months.

    [QUOTE]Dunno. If I had a few competent coders to throw at a project like that, I'd have it rewritten it in Psyco'ed Python, with inlined C binary borrowed from the original for the clearly "atomic" base functions. The required customizability and hopefully sufficient speed...[/QUOTE]

    Psyco isn't nearly fast enough :) - you can get even better performance by using a new summer of code project that turns python into C++ code with 10-100 fold speedups, or wait a bit and pypy should be complete.

    LetterRip

  93. Re:If Autodesk _does_ kill Maya for Mac and Linux. by Pseudonym · · Score: 1
    With Blender you have complete access to the source code so the problems you have with other software of being limited to how they expose things in their API is nonexistent [...]

    You probably missed the main point. In Maya you can do anything... without introducing any coupling in the Maya core.

    You could introduce a physics simulator to any animation tool if you're prepared to propagate knowledge of it throughout the source code. But you require knowledge of the source code to do that, and you risk voiding your warranty (i.e. support contract). You also severely lose maintainability and robustness. The second thing that you introduce increases the coupling even more!

    A well-designed API solves this problem by reducing what you have to know, reducing the effort that you have to expend and in order to get work done. As one other person pointed out, you could do anything in Blender by the simple expedient of completely rewriting it (or replacing it, perhaps) so that it was some other program. But then, you don't actually need Blender to do that.

    BTW, I'm going to fall well short of saying that Blender is useless for animation/vfx work. Any tool is useful if used wisely. My point is that Maya fits better into just about any shaped hole that you can think of, unless that hole is almost precisely Blender-shaped.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  94. Regarding Blender... by fitchmicah · · Score: 1

    Blender is obviously lacking specific controls for "features" that are embedded in mainstream, expensive 3D suites like Maya or 3DS Max, but that doesn't mean you cannot accomplish the same effects as many of these "features." (Fur simulation, fire and smoke simulation, etc). With painting, you use a paint brush and paint. You don't have specific brushes for painting different shapes (like a dog shape and a chair shape). You use the same tools. The "limited" features in Blender are similar to using a paint brush instead of more specific specialized brushes. Also, many of the trivial features that Blender does lack currently are being added very quickly. The Open Movie Project (http://orange.blender.org/) is making Ton and the other developers /very/ aware of the small specific problems that filmmakers face when using blender to make a film. If you check the Orange project site there is a blog showing all of the features they are adding specifically for the open film project. Just recently they coded in IPO drivers (sliders for controlling facial movement and such) and fur/hair (supposedly it only took them about 3 hours to organize what they already had in to a good particle fur /and/ hair system!!!). Blender's interface is extremely smooth after some getting used to. You don't have to deal with millions of annoying windows and 3D and menu navigation are consistent with one another. Modeling is also wonderful in Blender, even though it lacks some welding and bridging type features. These will probably come soon with the advent of the finished half-edge modeling system (for those familiar with Wings 3D).

  95. Re: Maya on MAC and Linux by cmwade77 · · Score: 1

    Here is my opinion: (This is leading up to the whole killing Maya on MAC and Linux thing, bear with me) 1. Microsoft will drop to selling one operating system for every 4 mac purchsed after the realeas of Windows Vista due to all of the DRM, only supporting Bluray or whatever one format they end up supporting, liscencing issues, etc. 2. Google and other companies will step in with enough web based aplications that it won't matter what OS we use. 3. People will switch more to Mac and Linux (esp. if it is preinstalled) 4. The above eventually kills Microsoft (within 5 years time). 5. If Autodesk still continues to produce software for Windows systems only for more than two years from now they will die with Microsoft and other players (esp. one that can use exiting AutoCAD Lisp routines without any reprogramming and save to an AutoCAD format perfectly, those are the two drawbacks to all other software rigt now that makes AutoCAD a nescesarry evil right now) to replace it without any real effort on thier part. Now will anyone at Autodesk or Microsoft take this post seriously? Of course not, but it's what will happen.

  96. It's more than just that by kanis · · Score: 1

    This deal is tantamount to Pepsi buying out Coke. On top of that, Autodesk can now offer a *complete* realistic production pipeline for studios. On top of that, not ALL of Autodesk's products are for Windows. Feel free to take a look at their post-production programs (all tend to have names related to fire and/or explosions). If they can patch Maya into a Linux pipeline, that would make studios VERY happy.

    So that's great, right? Yeah, except now this deal turns Autodesk into a juggernaut that now has a balls-grip on both the film AND gaming industry. Now, as much as they like to boast 3dsmax being great for games, it's a total lie. Companies like EA use Maya and XSI. *AMATEUR GAME MODDERS* use 3dsmax and its watered down sister application, gmax. 3dsmax will have little to offer the 3d world.

    Autodesk claims that they will continue to develop both packages at the present indefinite time, but don't take their words too lightly. Everything Autodesk is saying is presently geared to please the widest gamut of people. But they must be treated like a politician, so don't put any weight on what they have to say.

    If I were to make a prediction, Autodesk will probably kill off one of the 3d packages, because it just doesn't make sense to have two concurrent packages. One of them ultimately will be killed off, or both of them axed to produce some sort of hybrid product under a new name. But, for the sake of not having to piss off several users of both pieces of software, I'll just assume that they'll kill off one package, and I think that will be 3dsmax. They will incorporate features of Max into Maya that will be improvements, but won't detract too much from the software. Because, if it were the other way around, people in the film industry would be far more upset about using Max than using Maya.

    So, as that soggy mess is sorted out, the only major contenders will be: Softimage XSI and Lightwave; however, NewTek has been doing a good enough job killing itself off that competition will have little to worry about, so scratch Lightwave out of the picture. This leaves XSI... a lot of speculators are already moving to XSI and learning it now before it's too late.

    But I really don't want to say that it'll come down to this. This is just a scenario for if things go badly within the next few years. No matter how big Autodesk is, they can't really battle both the film and game industries, so I'm hoping that users will still shape the future of Autodesk's programs.

    --
    History is little else but a picture of human crimes and misfortunes
  97. Autodesk just killed off GMax by syousef · · Score: 1

    http://usa.autodesk.com/adsk/servlet/index?id=5562 445&siteID=123112

    "As of October 6, 2005, Autodesk will no longer offer Gmax® software as a stand-alone product. If you are interested in other 3D animation, modeling, and rendering applications from Autodesk please check out Autodesk® 3ds Max® software."

    I've been trying to post a story on this for 2 days but the /. editors don't seem to think it's news.

    This is already affecting people. Knife Edge Software makers of Realflight G3 have been promising a new custom aircraft editor based on GMax for some months now. They've had to announce that they'll be releasing it for 3ds Max instead due to "licensing issues"...issue being GMax is dead.

    --
    These posts express my own personal views, not those of my employer