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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?"

58 of 325 comments (clear)

  1. 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 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.

    4. 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
    5. 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....

  2. 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 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.

    2. 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
    3. 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
    4. 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."

    5. 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
  3. 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.

  4. 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 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.

  5. 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 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 !

  6. 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 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...

  7. 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... ;-)

  8. 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....
  9. 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."
  10. 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."

  11. 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

  12. 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 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

    2. 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

    3. 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

    4. 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. 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?

  14. 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.
  15. 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...)
  16. 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 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.

    2. 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"
  17. 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.

  18. 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.

  19. 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.

  20. 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.
  21. 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.

  22. 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 :(

  23. 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.

  24. 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});
  25. 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.

  26. 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.

  27. 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.

  28. 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.

  29. 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
  30. 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.

  31. 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.

  32. 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.
  33. 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.