Good point well put

2014-03-08 Thread Chris Marshall
I couldn't agree more

On Friday, 7 March 2014, Jordi Bares jordiba...@gmail.com wrote:

 Looking at things from another angle I am concerned with the whole
 decision because I don't understand it, abandoning Softimage seems such a
 bad decision...

 Can I ask you how many developers were working exclusively on the
 Softimage product? 6? 8? 12?

 Is that a crazy cost? let's face it, Autodesk is a huge corporation and we
 are talking about saving peanuts...

 Or am I dreaming here?

 Selling it would be a great option, and surely if the market share was so
 small would not have any impact whatsoever on your company.

 Jordi Bares
 jordiba...@gmail.com javascript:;




-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk


Re: Good point well put

2014-03-08 Thread Cristobal Infante
it's a bad decision in the eyes of who?

They didn't really buy softimage because they thought is a software
they could improve any further, they were actually really buying US the
users. Some people call it killing the competition, a chess move.

If xsi only had 8-10 developers, than It doesn't take a math genius to
figure out that they were obviously making money with it. Maybe not as much
as a lot of us would like to believe, but still surely enough to keep it
going.

From a business point of view, they are thinking How can we make MORE
money for less cost. How do we make our business more efficient on a long
term plan? The answer is quite simple, you unify all your efforts into one
money making machine that will eventually be Maya 2.0. It will look very
similar to Maya if not identical otherwise they wouldn't have bothered
transitioning us now.

Some people say bad costumer service but I guess the mayority of their
costumers are Maya so we were a small price to pay...

They knew there was going to be a loss of costume, but in 5 years time that
frequently asked question What 3D package should I learn? will be totally
irrelevant. They are putting their money on that bright future.

Anyone want to bet which Adsk 3d software will die next? No brainer.








On Saturday, 8 March 2014, Chris Marshall chrismarshal...@gmail.com wrote:

 I couldn't agree more

 On Friday, 7 March 2014, Jordi Bares 
 jordiba...@gmail.comjavascript:_e(%7B%7D,'cvml','jordiba...@gmail.com');
 wrote:

 Looking at things from another angle I am concerned with the whole
 decision because I don't understand it, abandoning Softimage seems such a
 bad decision...

 Can I ask you how many developers were working exclusively on the
 Softimage product? 6? 8? 12?

 Is that a crazy cost? let's face it, Autodesk is a huge corporation and
 we are talking about saving peanuts...

 Or am I dreaming here?

 Selling it would be a great option, and surely if the market share was so
 small would not have any impact whatsoever on your company.

 Jordi Bares
 jordiba...@gmail.com




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk





Re: Good point well put

2014-03-08 Thread Jordi Bares
Softimage, like SideEffect, 3DSMax and the rest are small teams of very clever 
developers, 8-12 is the normal number of developers for any app… that is a very 
small cost compared with the cost of advertising and PR, believe me.

Regarding this implied direct relationship between pace of development and 
resources, it is so so obscene it is insulting to say that. By that rule all 
the software portfolio Autodesk manages hinders everything they do, let's face 
it, they have lots of products.

If the case is pace of development just hire a few more good guys and make sure 
the effort does not go to waste by not promoting it well.

The issue I have is that something does not add up… I still don't understand 
the decision and the more I think about it, the more suspicious it becomes.. 
.does not even seem a coordinated well put plan that is causing all this storm 
(all the handling has been awful and big companies tend to handle these things 
with utmost care as it casts a horrible light to the brand itself)

Just look at how Apple handled Shake, they discontinued it but offer the 
possibility of buying the source code and carry on using it, it was bad but at 
least was a clean exit. Also helps that nuke was ready for prime time so felt 
like moving forward instead of moving back to the 80s with Maya.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

 it's a bad decision in the eyes of who?
 
 They didn't really buy softimage because they thought is a software they 
 could improve any further, they were actually really buying US the users. 
 Some people call it killing the competition, a chess move.
 
 If xsi only had 8-10 developers, than It doesn't take a math genius to figure 
 out that they were obviously making money with it. Maybe not as much as a lot 
 of us would like to believe, but still surely enough to keep it going.
 
 From a business point of view, they are thinking How can we make MORE money 
 for less cost. How do we make our business more efficient on a long term 
 plan? The answer is quite simple, you unify all your efforts into one money 
 making machine that will eventually be Maya 2.0. It will look very similar to 
 Maya if not identical otherwise they wouldn't have bothered transitioning 
 us now. 
 
 Some people say bad costumer service but I guess the mayority of their 
 costumers are Maya so we were a small price to pay...
 
 They knew there was going to be a loss of costume, but in 5 years time that 
 frequently asked question What 3D package should I learn? will be totally 
 irrelevant. They are putting their money on that bright future. 
 
 Anyone want to bet which Adsk 3d software will die next? No brainer.
 
 
 
 
 
 
 
 
 On Saturday, 8 March 2014, Chris Marshall chrismarshal...@gmail.com wrote:
 I couldn't agree more
 
 On Friday, 7 March 2014, Jordi Bares jordiba...@gmail.com wrote:
 Looking at things from another angle I am concerned with the whole decision 
 because I don't understand it, abandoning Softimage seems such a bad decision…
 
 Can I ask you how many developers were working exclusively on the Softimage 
 product? 6? 8? 12?
 
 Is that a crazy cost? let's face it, Autodesk is a huge corporation and we 
 are talking about saving peanuts...
 
 Or am I dreaming here?
 
 Selling it would be a great option, and surely if the market share was so 
 small would not have any impact whatsoever on your company.
 
 Jordi Bares
 jordiba...@gmail.com
 
 
 
 
 -- 
 
 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk
 
 



Re: Good point well put

2014-03-08 Thread Daniel Kim
I hope there is a company or someone else who can hire all SI developers
and make another next generation 3D software. I remember when Lightwave
shut down years ago, and they are back in industry and shows great stuff,
and even Modo. I really hope there is a company or someone hires SI dev
members...


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small teams of very
 clever developers, 8-12 is the normal number of developers for any app...
 that is a very small cost compared with the cost of advertising and PR,
 believe me.

 Regarding this implied direct relationship between pace of development and
 resources, it is so so obscene it is insulting to say that. By that rule
 all the software portfolio Autodesk manages hinders everything they do,
 let's face it, they have lots of products.

 If the case is pace of development just hire a few more good guys and make
 sure the effort does not go to waste by not promoting it well.

 The issue I have is that something does not add up... I still don't
 understand the decision and the more I think about it, the more suspicious
 it becomes.. .does not even seem a coordinated well put plan that is
 causing all this storm (all the handling has been awful and big companies
 tend to handle these things with utmost care as it casts a horrible light
 to the brand itself)

 Just look at how Apple handled Shake, they discontinued it but offer the
 possibility of buying the source code and carry on using it, it was bad but
 at least was a clean exit. Also helps that nuke was ready for prime time so
 felt like moving forward instead of moving back to the 80s with Maya.

 Jordi Bares
 jordiba...@gmail.com

 On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

 it's a bad decision in the eyes of who?

 They didn't really buy softimage because they thought is a software
 they could improve any further, they were actually really buying US the
 users. Some people call it killing the competition, a chess move.

 If xsi only had 8-10 developers, than It doesn't take a math genius to
 figure out that they were obviously making money with it. Maybe not as much
 as a lot of us would like to believe, but still surely enough to keep it
 going.

 From a business point of view, they are thinking How can we make MORE
 money for less cost. How do we make our business more efficient on a long
 term plan? The answer is quite simple, you unify all your efforts into one
 money making machine that will eventually be Maya 2.0. It will look very
 similar to Maya if not identical otherwise they wouldn't have bothered
 transitioning us now.

 Some people say bad costumer service but I guess the mayority of their
 costumers are Maya so we were a small price to pay...

 They knew there was going to be a loss of costume, but in 5 years time
 that frequently asked question What 3D package should I learn? will be
 totally irrelevant. They are putting their money on that bright future.

 Anyone want to bet which Adsk 3d software will die next? No brainer.








 On Saturday, 8 March 2014, Chris Marshall chrismarshal...@gmail.com
 wrote:

 I couldn't agree more

 On Friday, 7 March 2014, Jordi Bares jordiba...@gmail.com wrote:

 Looking at things from another angle I am concerned with the whole
 decision because I don't understand it, abandoning Softimage seems such a
 bad decision...

 Can I ask you how many developers were working exclusively on the
 Softimage product? 6? 8? 12?

 Is that a crazy cost? let's face it, Autodesk is a huge corporation and
 we are talking about saving peanuts...

 Or am I dreaming here?

 Selling it would be a great option, and surely if the market share was
 so small would not have any impact whatsoever on your company.

 Jordi Bares
 jordiba...@gmail.com




 --

 Chris Marshall
 Mint Motion Limited
 029 20 37 27 57
 07730 533 115
 www.mintmotion.co.uk






Re: Good point well put

2014-03-08 Thread Jordi Bares
I believe that is not feasible any more, the costs and intellectual property 
(patents) make it so so so so expensive and complicated that I believe we won't 
see a new package ever again unless it brings a totally totally new concept 
that avoids the whole patent issue.

Let's face it, all the current manufacturers has been 20-30 years in this 
business, it is very unlikely to catch up without very deep pockets.

Yes, Modo, Clarise and the new wave of web based tools may be the exception but 
have a look at their history, these are no newbies, these are the guys that 
build some of the second generation tools like Lightwave…

This is the reason Softimage is even more valuable.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 11:53, Daniel Kim danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI developers and 
 make another next generation 3D software. I remember when Lightwave shut down 
 years ago, and they are back in industry and shows great stuff, and even 
 Modo. I really hope there is a company or someone hires SI dev members...
 
 
 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---
 
 
 
 
 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:
 Softimage, like SideEffect, 3DSMax and the rest are small teams of very 
 clever developers, 8-12 is the normal number of developers for any app… that 
 is a very small cost compared with the cost of advertising and PR, believe me.
 
 Regarding this implied direct relationship between pace of development and 
 resources, it is so so obscene it is insulting to say that. By that rule all 
 the software portfolio Autodesk manages hinders everything they do, let's 
 face it, they have lots of products.
 
 If the case is pace of development just hire a few more good guys and make 
 sure the effort does not go to waste by not promoting it well.
 
 The issue I have is that something does not add up… I still don't understand 
 the decision and the more I think about it, the more suspicious it becomes.. 
 .does not even seem a coordinated well put plan that is causing all this 
 storm (all the handling has been awful and big companies tend to handle these 
 things with utmost care as it casts a horrible light to the brand itself)
 
 Just look at how Apple handled Shake, they discontinued it but offer the 
 possibility of buying the source code and carry on using it, it was bad but 
 at least was a clean exit. Also helps that nuke was ready for prime time so 
 felt like moving forward instead of moving back to the 80s with Maya.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:
 
 it's a bad decision in the eyes of who?
 
 They didn't really buy softimage because they thought is a software they 
 could improve any further, they were actually really buying US the users. 
 Some people call it killing the competition, a chess move.
 
 If xsi only had 8-10 developers, than It doesn't take a math genius to 
 figure out that they were obviously making money with it. Maybe not as much 
 as a lot of us would like to believe, but still surely enough to keep it 
 going.
 
 From a business point of view, they are thinking How can we make MORE money 
 for less cost. How do we make our business more efficient on a long term 
 plan? The answer is quite simple, you unify all your efforts into one money 
 making machine that will eventually be Maya 2.0. It will look very similar 
 to Maya if not identical otherwise they wouldn't have bothered 
 transitioning us now. 
 
 Some people say bad costumer service but I guess the mayority of their 
 costumers are Maya so we were a small price to pay...
 
 They knew there was going to be a loss of costume, but in 5 years time that 
 frequently asked question What 3D package should I learn? will be totally 
 irrelevant. They are putting their money on that bright future. 
 
 Anyone want to bet which Adsk 3d software will die next? No brainer.
 
 
 
 
 
 
 
 
 On Saturday, 8 March 2014, Chris Marshall chrismarshal...@gmail.com wrote:
 I couldn't agree more
 
 On Friday, 7 March 2014, Jordi Bares jordiba...@gmail.com wrote:
 Looking at things from another angle I am concerned with the whole decision 
 because I don't understand it, abandoning Softimage seems such a bad 
 decision…
 
 Can I ask you how many developers were working exclusively on the Softimage 
 product? 6? 8? 12?
 
 Is that a crazy cost? let's face it, Autodesk is a huge corporation and we 
 are talking about saving peanuts...
 
 Or am I dreaming here?
 
 Selling it would be a great option, and surely if the market share was so 
 small would not have any impact whatsoever on your company.
 
 Jordi Bares
 jordiba...@gmail.com
 
 
 
 
 -- 
 
 Chris Marshall
 Mint Motion Limited
 029 20 37 

Re: Good point well put

2014-03-08 Thread Cristobal Infante
They have messed up really badly with us by the way the've handled
this. But I don't really consider this a storm, a few guys ranting on a
mailing list. CGsociety haven't even bothered to make this news.

Why did they keep softimage for all this years? well simple, they were
investing in a relationship with costumers. Now that the Foundry had
started to gain ground it was time to act and think about this
bright future.

We are just too involved in the mess to see the whole picture. Think 5
years from now, all I can see is Maya.



On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI developers
 and make another next generation 3D software. I remember when Lightwave
 shut down years ago, and they are back in industry and shows great stuff,
 and even Modo. I really hope there is a company or someone hires SI dev
 members...


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small teams of very
 clever developers, 8-12 is the normal number of developers for any app...
 that is a very small cost compared with the cost of advertising and PR,
 believe me.

 Regarding this implied direct relationship between pace of development and
 resources, it is so so obscene it is insulting to say that. By that rule
 all the software portfolio Autodesk manages hinders everything they do,
 let's face it, they have lots of products.

 If the case is pace of development just hire a few more good guys and make
 sure the effort does not go to waste by not promoting it well.

 The issue I have is that something does not add up... I still don't
 understand the decision and the more I think about it, the more suspicious
 it becomes.. .does not even seem a coordinated well put plan that is
 causing all this storm (all the handling has been awful and big companies
 tend to handle these things with utmost care as it casts a horrible light
 to the brand itself)

 Just look at how Apple handled Shake, they discontinued it but offer the
 possibility of buying the source code and carry on using it, it was bad but
 at least was a clean exit. Also helps that nuke was ready for prime time so
 felt like moving forward instead of moving back to the 80s with Maya.

  Jordi Bares
 jordiba...@gmail.com

 On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

 it's a bad decision in the eyes of who?

 They didn't really buy softimage because they thought is a software
 they could improve any further, they were actually really buying US the
 users. Some people call it killing the competition, a chess move.

 If xsi only had 8-10 developers, than It doesn't take a math genius to
 figure out that they were obviously making money with it. Maybe not as much
 as a lot of us would like to believe, but still surely enough to keep it
 going.

 From a business point of view, they are thinking How can we make MORE
 money for less cost. How do we make our business more efficient on a long
 term plan? The answer is quite simple, you unify all your efforts into one
 money making machine that will eventually be Maya 2.0. It will look very
 similar to Maya if not identical otherwise they wouldn't have bothered
 transitioning us now.

 Some people say bad costumer service but I guess the mayority of their
 costumers are Maya so we were a small price to pay...

 They knew there was going to be a loss of costume, but in 5 years time
 that frequently asked question What 3D package should I learn? will be
 totally irrelevant. They are putting their money on that bright future.

 Anyone want to bet which Adsk 3d software will die next? No brainer.








 On Saturday, 8 March 2014, Chris Marshall chrismarshal...@gmail.com
 wrote:

 I couldn't agree more

 On Friday, 7 March 2014, Jordi Bares jordiba...@gmail.com wrote:

 Looking at things from another angle I am concerned with the whole
 decision because I don't understand it, abandoning Softimage seems such a
 bad decision...

 Can I ask you how many developers were working exclusively on the
 Softimage product? 6? 8? 12?

 Is that a crazy cost? let's face it, Autodesk is a huge corporation and we
 are talking about saving peanuts...

 Or am I dreaming here?

 Selling it would be a great option, and surely if the market share was so




RE: Good point well put

2014-03-08 Thread Angus Davidson
I disagree

5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I say 
this because they are agile, they listen to what their users want and they 
actively develop and have a coherent roadmap.

With the rate that the industry is developing Maya will not be able to keep up.



From: Cristobal Infante [cgc...@gmail.com]
Sent: 08 March 2014 02:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Good point well put

They have messed up really badly with us by the way the've handled this. But I 
don't really consider this a storm, a few guys ranting on a mailing list. 
CGsociety haven't even bothered to make this news.

Why did they keep softimage for all this years? well simple, they were 
investing in a relationship with costumers. Now that the Foundry had started to 
gain ground it was time to act and think about this bright future.

We are just too involved in the mess to see the whole picture. Think 5 years 
from now, all I can see is Maya.



On Saturday, 8 March 2014, Daniel Kim 
danielki...@gmail.commailto:danielki...@gmail.com wrote:
I hope there is a company or someone else who can hire all SI developers and 
make another next generation 3D software. I remember when Lightwave shut down 
years ago, and they are back in industry and shows great stuff, and even Modo. 
I really hope there is a company or someone hires SI dev members...


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:
Softimage, like SideEffect, 3DSMax and the rest are small teams of very clever 
developers, 8-12 is the normal number of developers for any app… that is a very 
small cost compared with the cost of advertising and PR, believe me.

Regarding this implied direct relationship between pace of development and 
resources, it is so so obscene it is insulting to say that. By that rule all 
the software portfolio Autodesk manages hinders everything they do, let's face 
it, they have lots of products.

If the case is pace of development just hire a few more good guys and make sure 
the effort does not go to waste by not promoting it well.

The issue I have is that something does not add up… I still don't understand 
the decision and the more I think about it, the more suspicious it becomes.. 
.does not even seem a coordinated well put plan that is causing all this storm 
(all the handling has been awful and big companies tend to handle these things 
with utmost care as it casts a horrible light to the brand itself)

Just look at how Apple handled Shake, they discontinued it but offer the 
possibility of buying the source code and carry on using it, it was bad but at 
least was a clean exit. Also helps that nuke was ready for prime time so felt 
like moving forward instead of moving back to the 80s with Maya.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

it's a bad decision in the eyes of who?

They didn't really buy softimage because they thought is a software they could 
improve any further, they were actually really buying US the users. Some people 
call it killing the competition, a chess move.

If xsi only had 8-10 developers, than It doesn't take a math genius to figure 
out that they were obviously making money with it. Maybe not as much as a lot 
of us would like to believe, but still surely enough to keep it going.

From a business point of view, they are thinking How can we make MORE money 
for less cost. How do we make our business more efficient on a long term 
plan? The answer is quite simple, you unify all your efforts into one money 
making machine that will eventually be Maya 2.0. It will look very similar to 
Maya if not identical otherwise they wouldn't have bothered transitioning us 
now.

Some people say bad costumer service but I guess the mayority of their 
costumers are Maya so we were a small price to pay...

They knew there was going to be a loss of costume, but in 5 years time that 
frequently asked question What 3D package should I learn? will be totally 
irrelevant. They are putting their money on that bright future.

Anyone want to bet which Adsk 3d software will die next? No brainer.








On Saturday, 8 March 2014, Chris Marshall chrismarshal...@gmail.com wrote:
I couldn't agree more

On Friday, 7 March 2014, Jordi Bares jordiba...@gmail.com wrote:
Looking at things from another angle I am concerned with the whole decision 
because I don't understand it, abandoning Softimage seems such a bad decision…

Can I ask you how many developers were working exclusively on the Softimage 
product? 6? 8? 12?

Is that a crazy cost? let's face it, Autodesk is a huge corporation and we are 
talking about saving peanuts...

Or am I dreaming here?

Selling it would

Re: Good point well put

2014-03-08 Thread Cristobal Infante
Let me get this right...

I want to learn 3D, and you are telling me I need to learn 3 packages
instead of Maya?

Gollum was made with Maya right?



On Saturday, 8 March 2014, Angus Davidson angus.david...@wits.ac.za wrote:

  I disagree

  5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I
 say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

  With the rate that the industry is developing Maya will not be able to
 keep up.


  --
 *From:* Cristobal Infante 
 [cgc...@gmail.comjavascript:_e(%7B%7D,'cvml','cgc...@gmail.com');
 ]
 *Sent:* 08 March 2014 02:05 PM
 *To:* 
 softimage@listproc.autodesk.comjavascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
 *Subject:* Re: Good point well put

  They have messed up really badly with us by the way the've handled
 this. But I don't really consider this a storm, a few guys ranting on a
 mailing list. CGsociety haven't even bothered to make this news.

  Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this
 bright future.

  We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI developers
 and make another next generation 3D software. I remember when Lightwave
 shut down years ago, and they are back in industry and shows great stuff,
 and even Modo. I really hope there is a company or someone hires SI dev
 members...


  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:

  Softimage, like SideEffect, 3DSMax and the rest are small teams of very
 clever developers, 8-12 is the normal number of developers for any app...
 that is a very small cost compared with the cost of advertising and PR,
 believe me.

  Regarding this implied direct relationship between pace of development
 and resources, it is so so obscene it is insulting to say that. By that
 rule all the software portfolio Autodesk manages hinders everything they
 do, let's face it, they have lots of products.

  If the case is pace of development just hire a few more good guys and
 make sure the effort does not go to waste by not promoting it well.

  The issue I have is that something does not add up... I still don't
 understand the decision and the more I think about it, the more suspicious
 it becomes.. .does not even seem a coordinated well put plan that is
 causing all this storm (all the handling has been awful and big companies
 tend to handle these things with utmost care as it casts a horrible light
 to the brand itself)

  Just look at how Apple handled Shake, they discontinued it but offer the
 possibility of buying the source code and carry on using it, it was bad but
 at least was a clean exit. Also helps that nuke was ready for prime time so
 felt like moving forward instead of moving back to the 80s with Maya.

  Jordi Bares
 jordiba...@gmail.com

  On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

 it's a bad decision in the eyes of who?

  They didn't really buy softimage because they thought is a software
 they could improve any further, they were actually really buying US the
 users. Some people call it killing the competition, a chess move.

  If xsi only had 8-10 developers, than It doesn't take a math genius to
 figure out that they were obviously making money with it. Maybe not as much
 as a lot of us would like to believe, but still surely enough to keep it
 going.

  From a business point of view, they are thinking How can we make MORE
 money for less cost. How do we make our business more efficient on a long
 term plan? The answer is quite simple, you unify all your efforts into one
 money making machine that will eventually be Maya 2.0. It will look very
 similar to Maya if not identical otherwise they wouldn't have bothered
 transitioning us now.

  Some people say bad costumer service but I guess the mayority of their
 costumers are Maya so we were a small price to pay...

  They knew there was going to be a loss of costume, but in 5 years

This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or disseminate 
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 University and recipients

RE: Good point well put

2014-03-08 Thread Angus Davidson
Forgot to add the more important thing is that what AD didnt expect with this 
shitstorm is that all of the other communities are now talking, there are 
knowledge transfers and people are understanding that their perceptions of 
other packages may have been wrong. Things are moving a lot faster now as very 
skilled Softimage users are looking at other options. That leads to them 
writing tools  etc that makes the other packages better and will pull more 
people away from AD.

I think they now realise that pissing off these types of people is not a wise 
decision.



From: Angus Davidson [angus.david...@wits.ac.za]
Sent: 08 March 2014 02:14 PM
To: softimage@listproc.autodesk.com
Subject: RE: Good point well put

I disagree

5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I say 
this because they are agile, they listen to what their users want and they 
actively develop and have a coherent roadmap.

With the rate that the industry is developing Maya will not be able to keep up.



From: Cristobal Infante [cgc...@gmail.com]
Sent: 08 March 2014 02:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: Good point well put

They have messed up really badly with us by the way the've handled this. But I 
don't really consider this a storm, a few guys ranting on a mailing list. 
CGsociety haven't even bothered to make this news.

Why did they keep softimage for all this years? well simple, they were 
investing in a relationship with costumers. Now that the Foundry had started to 
gain ground it was time to act and think about this bright future.

We are just too involved in the mess to see the whole picture. Think 5 years 
from now, all I can see is Maya.



On Saturday, 8 March 2014, Daniel Kim 
danielki...@gmail.commailto:danielki...@gmail.com wrote:
I hope there is a company or someone else who can hire all SI developers and 
make another next generation 3D software. I remember when Lightwave shut down 
years ago, and they are back in industry and shows great stuff, and even Modo. 
I really hope there is a company or someone hires SI dev members...


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:
Softimage, like SideEffect, 3DSMax and the rest are small teams of very clever 
developers, 8-12 is the normal number of developers for any app… that is a very 
small cost compared with the cost of advertising and PR, believe me.

Regarding this implied direct relationship between pace of development and 
resources, it is so so obscene it is insulting to say that. By that rule all 
the software portfolio Autodesk manages hinders everything they do, let's face 
it, they have lots of products.

If the case is pace of development just hire a few more good guys and make sure 
the effort does not go to waste by not promoting it well.

The issue I have is that something does not add up… I still don't understand 
the decision and the more I think about it, the more suspicious it becomes.. 
.does not even seem a coordinated well put plan that is causing all this storm 
(all the handling has been awful and big companies tend to handle these things 
with utmost care as it casts a horrible light to the brand itself)

Just look at how Apple handled Shake, they discontinued it but offer the 
possibility of buying the source code and carry on using it, it was bad but at 
least was a clean exit. Also helps that nuke was ready for prime time so felt 
like moving forward instead of moving back to the 80s with Maya.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

it's a bad decision in the eyes of who?

They didn't really buy softimage because they thought is a software they could 
improve any further, they were actually really buying US the users. Some people 
call it killing the competition, a chess move.

If xsi only had 8-10 developers, than It doesn't take a math genius to figure 
out that they were obviously making money with it. Maybe not as much as a lot 
of us would like to believe, but still surely enough to keep it going.

From a business point of view, they are thinking How can we make MORE money 
for less cost. How do we make our business more efficient on a long term 
plan? The answer is quite simple, you unify all your efforts into one money 
making machine that will eventually be Maya 2.0. It will look very similar to 
Maya if not identical otherwise they wouldn't have bothered transitioning us 
now.

Some people say bad costumer service but I guess the mayority of their 
costumers are Maya so we were a small price to pay...

They knew there was going to be a loss of costume, but in 5 years time that 
frequently asked question What 3D

RE: Good point well put

2014-03-08 Thread Angus Davidson
And the Peta chimp was made in softimage.  At the end of the day its the skill 
of the craftsman and not the package they use which defines how good it is.



From: Cristobal Infante [cgc...@gmail.com]
Sent: 08 March 2014 02:19 PM
To: softimage@listproc.autodesk.com
Subject: Re: Good point well put

Let me get this right...

I want to learn 3D, and you are telling me I need to learn 3 packages instead 
of Maya?

Gollum was made with Maya right?



On Saturday, 8 March 2014, Angus Davidson 
angus.david...@wits.ac.zamailto:angus.david...@wits.ac.za wrote:
I disagree

5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I say 
this because they are agile, they listen to what their users want and they 
actively develop and have a coherent roadmap.

With the rate that the industry is developing Maya will not be able to keep up.



From: Cristobal Infante [cgc...@gmail.comUrlBlockedError.aspx]
Sent: 08 March 2014 02:05 PM
To: softimage@listproc.autodesk.comUrlBlockedError.aspx
Subject: Re: Good point well put

They have messed up really badly with us by the way the've handled this. But I 
don't really consider this a storm, a few guys ranting on a mailing list. 
CGsociety haven't even bothered to make this news.

Why did they keep softimage for all this years? well simple, they were 
investing in a relationship with costumers. Now that the Foundry had started to 
gain ground it was time to act and think about this bright future.

We are just too involved in the mess to see the whole picture. Think 5 years 
from now, all I can see is Maya.



On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com wrote:
I hope there is a company or someone else who can hire all SI developers and 
make another next generation 3D software. I remember when Lightwave shut down 
years ago, and they are back in industry and shows great stuff, and even Modo. 
I really hope there is a company or someone hires SI dev members...


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:
Softimage, like SideEffect, 3DSMax and the rest are small teams of very clever 
developers, 8-12 is the normal number of developers for any app… that is a very 
small cost compared with the cost of advertising and PR, believe me.

Regarding this implied direct relationship between pace of development and 
resources, it is so so obscene it is insulting to say that. By that rule all 
the software portfolio Autodesk manages hinders everything they do, let's face 
it, they have lots of products.

If the case is pace of development just hire a few more good guys and make sure 
the effort does not go to waste by not promoting it well.

The issue I have is that something does not add up… I still don't understand 
the decision and the more I think about it, the more suspicious it becomes.. 
.does not even seem a coordinated well put plan that is causing all this storm 
(all the handling has been awful and big companies tend to handle these things 
with utmost care as it casts a horrible light to the brand itself)

Just look at how Apple handled Shake, they discontinued it but offer the 
possibility of buying the source code and carry on using it, it was bad but at 
least was a clean exit. Also helps that nuke was ready for prime time so felt 
like moving forward instead of moving back to the 80s with Maya.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

it's a bad decision in the eyes of who?

They didn't really buy softimage because they thought is a software they could 
improve any further, they were actually really buying US the users. Some people 
call it killing the competition, a chess move.

If xsi only had 8-10 developers, than It doesn't take a math genius to figure 
out that they were obviously making money with it. Maybe not as much as a lot 
of us would like to believe, but still surely enough to keep it going.

From a business point of view, they are thinking How can we make MORE money 
for less cost. How do we make our business more efficient on a long term 
plan? The answer is quite simple, you unify all your efforts into one money 
making machine that will eventually be Maya 2.0. It will look very similar to 
Maya if not identical otherwise they wouldn't have bothered transitioning us 
now.

Some people say bad costumer service but I guess the mayority of their 
costumers are Maya so we were a small price to pay...

They knew there was going to be a loss of costume, but in 5 years

This communication is intended
 for the addressee only. It is confidential. If you have received this 
communication in error, please notify us immediately and destroy the original 
message. You

Re: Good point well put

2014-03-08 Thread Cristobal Infante
Adding to my point, 3D is already a difficult
skill to learn, you probably know this better
than many of us.

If somebody learns Maya from scratch none of this will matter since they
won't know any better..



On Saturday, 8 March 2014, Angus Davidson angus.david...@wits.ac.za wrote:

  Forgot to add the more important thing is that what AD didnt expect with
 this shitstorm is that all of the other communities are now talking, there
 are knowledge transfers and people are understanding that their perceptions
 of other packages may have been wrong. Things are moving a lot faster now
 as very skilled Softimage users are looking at other options. That leads to
 them writing tools  etc that makes the other packages better and will pull
 more people away from AD.

  I think they now realise that pissing off these types of people is not a
 wise decision.


  --
 *From:* Angus Davidson 
 [angus.david...@wits.ac.zajavascript:_e(%7B%7D,'cvml','angus.david...@wits.ac.za');
 ]
 *Sent:* 08 March 2014 02:14 PM
 *To:* 
 softimage@listproc.autodesk.comjavascript:_e(%7B%7D,'cvml','softimage@listproc.autodesk.com');
 *Subject:* RE: Good point well put

   I disagree

  5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I
 say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

  With the rate that the industry is developing Maya will not be able to
 keep up.


  --
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put

  They have messed up really badly with us by the way the've handled
 this. But I don't really consider this a storm, a few guys ranting on a
 mailing list. CGsociety haven't even bothered to make this news.

  Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this
 bright future.

  We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI developers
 and make another next generation 3D software. I remember when Lightwave
 shut down years ago, and they are back in industry and shows great stuff,
 and even Modo. I really hope there is a company or someone hires SI dev
 members...


  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:

  Softimage, like SideEffect, 3DSMax and the rest are small teams of very
 clever developers, 8-12 is the normal number of developers for any app...
 that is a very small cost compared with the cost of advertising and PR,
 believe me.

  Regarding this implied direct relationship between pace of development
 and resources, it is so so obscene it is insulting to say that. By that
 rule all the software portfolio Autodesk manages hinders everything they
 do, let's face it, they have lots of products.

  If the case is pace of development just hire a few more good guys and
 make sure the effort does not go to waste by not promoting it well.

  The issue I have is that something does not add up... I still don't
 understand the decision and the more I think about it, the more suspicious
 it becomes.. .does not even seem a coordinated well put plan that is
 causing all this storm (all the handling has been awful and big companies
 tend to handle these things with utmost care as it casts a horrible light
 to the brand itself)

  Just look at how Apple handled Shake, they discontinued it but offer the
 possibility of buying the source code and carry on using it, it was bad but
 at least was a clean exit. Also helps that nuke was ready for prime time so
 felt like moving forward instead of moving back to the 80s with Maya.

  Jordi Bares
 jordiba...@gmail.com

  On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:

 it's a bad decision in the eyes of who?

  They didn't really buy softimage because they thought is a software
 they could improve any further, they were actually really buying US the
 users. Some peopl

This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or disseminate 
 this communication without the permission of the University. Only authorised 
 signatories are competent to enter into agreements on behalf of the 
 University and recipients are thus advised that the content

Re: Good point well put

2014-03-08 Thread Mirko Jankovic
Cristobal, anyone that tell's you that  he knows 100% of any 3d software he
is plain lying.
Same goes with multiple software as well. So yes if you are in industry you
will keep learning different packages, unless you have your own shop, stick
to what you choose as client doesn't care what tools you use.
Unless someone kills your software completely ;)
But back to your question, you really think it is that much harder to learn
3 different packages, for modeling, texturing, animation that are separated
or learning all of that in single package?
Especially if every single one of those specialized are totally focused at
making life easier at specific task?
To me it seems that near is end of 1 application to rule them all... even
if AD is trying to push that mentality...


On Sat, Mar 8, 2014 at 1:26 PM, Cristobal Infante cgc...@gmail.com wrote:

 Adding to my point, 3D is already a difficult
 skill to learn, you probably know this better
 than many of us.

 If somebody learns Maya from scratch none of this will matter since they
 won't know any better..



 On Saturday, 8 March 2014, Angus Davidson angus.david...@wits.ac.za
 wrote:

  Forgot to add the more important thing is that what AD didnt expect
 with this shitstorm is that all of the other communities are now talking,
 there are knowledge transfers and people are understanding that their
 perceptions of other packages may have been wrong. Things are moving a lot
 faster now as very skilled Softimage users are looking at other options.
 That leads to them writing tools  etc that makes the other packages better
 and will pull more people away from AD.

  I think they now realise that pissing off these types of people is not
 a wise decision.


  --
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put

   I disagree

  5 Years from now, Modo / Houdini / Fabric Engine will be the standard.
 I say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

  With the rate that the industry is developing Maya will not be able to
 keep up.


  --
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put

  They have messed up really badly with us by the way the've handled
 this. But I don't really consider this a storm, a few guys ranting on a
 mailing list. CGsociety haven't even bothered to make this news.

  Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this
 bright future.

  We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI developers
 and make another next generation 3D software. I remember when Lightwave
 shut down years ago, and they are back in industry and shows great stuff,
 and even Modo. I really hope there is a company or someone hires SI dev
 members...


  ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.comwrote:

  Softimage, like SideEffect, 3DSMax and the rest are small teams of very
 clever developers, 8-12 is the normal number of developers for any app...
 that is a very small cost compared with the cost of advertising and PR,
 believe me.

  Regarding this implied direct relationship between pace of development
 and resources, it is so so obscene it is insulting to say that. By that
 rule all the software portfolio Autodesk manages hinders everything they
 do, let's face it, they have lots of products.

  If the case is pace of development just hire a few more good guys and
 make sure the effort does not go to waste by not promoting it well.

  The issue I have is that something does not add up... I still don't
 understand the decision and the more I think about it, the more suspicious
 it becomes.. .does not even seem a coordinated well put plan that is
 causing all this storm (all the handling has been awful and big companies
 tend to handle these things with utmost care as it casts a horrible light
 to the brand itself)

  Just look at how Apple handled Shake, they discontinued it but offer
 the possibility of buying the source code and carry on using it, it was bad
 but at least was a clean exit. Also helps that nuke was ready for prime
 time so felt like moving forward instead of moving back to the 80s with
 Maya.

  Jordi Bares

Re: Good point well put

2014-03-08 Thread Christoph Muetze

..my point, exactly.

On 08/03/14 13:20, Angus Davidson wrote:
Forgot to add the more important thing is that what AD didnt expect 
with this shitstorm is that all of the other communities are now 
talking, there are knowledge transfers and people are understanding 
that their perceptions of other packages may have been wrong. Things 
are moving a lot faster now as very skilled Softimage users are 
looking at other options. That leads to them writing tools  etc that 
makes the other packages better and will pull more people away from AD.


I think they now realise that pissing off these types of people is not 
a wise decision.




*From:* Angus Davidson [angus.david...@wits.ac.za]
*Sent:* 08 March 2014 02:14 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Good point well put

I disagree

5 Years from now, Modo / Houdini / Fabric Engine will be the standard. 
I say this because they are agile, they listen to what their users 
want and they actively develop and have a coherent roadmap.


With the rate that the industry is developing Maya will not be able to 
keep up.




*From:* Cristobal Infante [cgc...@gmail.com]
*Sent:* 08 March 2014 02:05 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Good point well put

They have messed up really badly with us by the way the've handled 
this. But I don't really consider this a storm, a few guys ranting on 
a mailing list. CGsociety haven't even bothered to make this news.


Why did they keep softimage for all this years? well simple, they were 
investing in a relationship with costumers. Now that the Foundry had 
started to gain ground it was time to act and think about this 
bright future.


We are just too involved in the mess to see the whole picture. Think 5 
years from now, all I can see is Maya.




On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com 
mailto:danielki...@gmail.com wrote:


I hope there is a company or someone else who can hire all SI
developers and make another next generation 3D software. I
remember when Lightwave shut down years ago, and they are back in
industry and shows great stuff, and even Modo. I really hope there
is a company or someone hires SI dev members...


---
Daniel Kim
Animation Director  Professional 3D Generalist
http://www.danielkim3d.com
---




On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
jordiba...@gmail.com wrote:

Softimage, like SideEffect, 3DSMax and the rest are small
teams of very clever developers, 8-12 is the normal number of
developers for any app… that is a very small cost compared
with the cost of advertising and PR, believe me.

Regarding this implied direct relationship between pace of
development and resources, it is so so obscene it is insulting
to say that. By that rule all the software portfolio Autodesk
manages hinders everything they do, let's face it, they have
lots of products.

If the case is pace of development just hire a few more good
guys and make sure the effort does not go to waste by not
promoting it well.

The issue I have is that something does not add up… I still
don't understand the decision and the more I think about it,
the more suspicious it becomes.. .does not even seem a
coordinated well put plan that is causing all this storm (all
the handling has been awful and big companies tend to handle
these things with utmost care as it casts a horrible light to
the brand itself)

Just look at how Apple handled Shake, they discontinued it but
offer the possibility of buying the source code and carry on
using it, it was bad but at least was a clean exit. Also helps
that nuke was ready for prime time so felt like moving forward
instead of moving back to the 80s with Maya.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com
wrote:


it's a bad decision in the eyes of who?

They didn't really buy softimage because they thought is a
software they could improve any further, they were actually
really buying US the users. Some people call it killing the
competition, a chess move.

If xsi only had 8-10 developers, than It doesn't take a math
genius to figure out that they were obviously making money
with it. Maybe not as much as a lot of us would like to
believe, but still surely enough to keep it going.

From a business point of view, they are thinking How can we
make MORE money for less cost. How do we make our

Re: Good point well put

2014-03-08 Thread Jordi Bares
Pretty much nothing of any value is done with Maya in its own, either custom 
tools, 3rd party tools, 3rd party rendering, fx, uv unwrapping, sculpting... 
Specially Gollum.

Jb

Sent from my iPhone
 On 8 Mar 2014, at 12:19, Cristobal Infante cgc...@gmail.com wrote:
 
 Let me get this right...
 
 I want to learn 3D, and you are telling me I need to learn 3 packages instead 
 of Maya?
 
 Gollum was made with Maya right?
 
 
 
 On Saturday, 8 March 2014, Angus Davidson angus.david...@wits.ac.za wrote:
 I disagree
 
 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I say 
 this because they are agile, they listen to what their users want and they 
 actively develop and have a coherent roadmap.
 
 With the rate that the industry is developing Maya will not be able to keep 
 up.
 
 
 From: Cristobal Infante [cgc...@gmail.com]
 Sent: 08 March 2014 02:05 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: Good point well put
 
 They have messed up really badly with us by the way the've handled this. But 
 I don't really consider this a storm, a few guys ranting on a mailing list. 
 CGsociety haven't even bothered to make this news. 
 
 Why did they keep softimage for all this years? well simple, they were 
 investing in a relationship with costumers. Now that the Foundry had started 
 to gain ground it was time to act and think about this bright future.
 
 We are just too involved in the mess to see the whole picture. Think 5 years 
 from now, all I can see is Maya.
 
 
 
 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com wrote:
 I hope there is a company or someone else who can hire all SI developers and 
 make another next generation 3D software. I remember when Lightwave shut 
 down years ago, and they are back in industry and shows great stuff, and 
 even Modo. I really hope there is a company or someone hires SI dev 
 members...
 
 
 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---
 
 
 
 
 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares jordiba...@gmail.com wrote:
 Softimage, like SideEffect, 3DSMax and the rest are small teams of very 
 clever developers, 8-12 is the normal number of developers for any app… that 
 is a very small cost compared with the cost of advertising and PR, believe 
 me.
 
 Regarding this implied direct relationship between pace of development and 
 resources, it is so so obscene it is insulting to say that. By that rule all 
 the software portfolio Autodesk manages hinders everything they do, let's 
 face it, they have lots of products.
 
 If the case is pace of development just hire a few more good guys and make 
 sure the effort does not go to waste by not promoting it well.
 
 The issue I have is that something does not add up… I still don't understand 
 the decision and the more I think about it, the more suspicious it becomes.. 
 .does not even seem a coordinated well put plan that is causing all this 
 storm (all the handling has been awful and big companies tend to handle 
 these things with utmost care as it casts a horrible light to the brand 
 itself)
 
 Just look at how Apple handled Shake, they discontinued it but offer the 
 possibility of buying the source code and carry on using it, it was bad but 
 at least was a clean exit. Also helps that nuke was ready for prime time so 
 felt like moving forward instead of moving back to the 80s with Maya.
 
 Jordi Bares
 jordiba...@gmail.com
 
 On 8 Mar 2014, at 11:05, Cristobal Infante cgc...@gmail.com wrote:
 
 it's a bad decision in the eyes of who?
 
 They didn't really buy softimage because they thought is a software they 
 could improve any further, they were actually really buying US the users. 
 Some people call it killing the competition, a chess move.
 
 If xsi only had 8-10 developers, than It doesn't take a math genius to 
 figure out that they were obviously making money with it. Maybe not as much 
 as a lot of us would like to believe, but still surely enough to keep it 
 going.
 
 From a business point of view, they are thinking How can we make MORE 
 money for less cost. How do we make our business more efficient on a long 
 term plan? The answer is quite simple, you unify all your efforts into one 
 money making machine that will eventually be Maya 2.0. It will look very 
 similar to Maya if not identical otherwise they wouldn't have bothered 
 transitioning us now. 
 
 Some people say bad costumer service but I guess the mayority of their 
 costumers are Maya so we were a small price to pay...
 
 They knew there was going to be a loss of costume, but in 5 years
 
 This communication is intended for the addressee only. It is confidential. 
 If you have received this communication in error, please notify us 
 immediately and destroy the original message. You may not copy or 
 disseminate this communication

Re: Good point well put

2014-03-08 Thread Cristobal Infante
I must clarify I was referring to students and young people getting into
3D. I have no problem learning other software out there, I do it all the
time.

Let's not forget that once they have full control of the universities and
training institutions it will just be a one way road. They were already 90%
there, but when I heard that the Bournemouth MA will probably go Maya is
when the news really
hit me. I studied there and still think softimage was the best choice for a
1 year course.

We can of course try to change the course
on our side by creating Modo/Houdini pipelines but the roots and new blood
will be mostly Maya...



On Saturday, 8 March 2014, Christoph Muetze c...@glarestudios.de wrote:

 ..my point, exactly.

 On 08/03/14 13:20, Angus Davidson wrote:

 Forgot to add the more important thing is that what AD didnt expect with
 this shitstorm is that all of the other communities are now talking, there
 are knowledge transfers and people are understanding that their perceptions
 of other packages may have been wrong. Things are moving a lot faster now
 as very skilled Softimage users are looking at other options. That leads to
 them writing tools  etc that makes the other packages better and will pull
 more people away from AD.

 I think they now realise that pissing off these types of people is not a
 wise decision.


 
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put

 I disagree

 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I
 say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

 With the rate that the industry is developing Maya will not be able to
 keep up.


 
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put

 They have messed up really badly with us by the way the've handled this.
 But I don't really consider this a storm, a few guys ranting on a mailing
 list. CGsociety haven't even bothered to make this news.

 Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this bright
 future.

 We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com mailto:
 danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI
 developers and make another next generation 3D software. I
 remember when Lightwave shut down years ago, and they are back in
 industry and shows great stuff, and even Modo. I really hope there
 is a company or someone hires SI dev members...


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
 jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small
 teams of very clever developers, 8-12 is the normal number of
 developers for any app... that is a very small cost compared
 with the cost of advertising and PR, believe me.

 Regarding this implied direct relationship between pace of
 development and resources, it is so so obscene it is insulting
 to say that. By that rule all the software portfolio Autodesk
 manages hinders everything they do, let's face it, they have
 lots of products.

 If the case is pace of development just hire a few more good
 guys and make sure the effort does not go to waste by not
 promoting it well.

 The issue I have is that something does not add up... I still
 don't understand the decision and the more I think about it,
 the more suspicious it becomes.. .does not even seem a
 coordinated well put plan that is causing all this storm (all
 the handling has been awful and big companies tend to handle
 these things with utmost care as it casts a horrible light to
 the brand itself)

 Just look at how Apple handled Shake, they discontinued it but
 offer the possibility of buying the source code and carry on
 using it, it was bad but at least was a clean exit. Also helps
 that nuke was ready for prime time so felt like moving forward
 instead of moving back to the 80s with Maya.

 Jordi Bares
 jordiba...@gmail.com

Re: Good point well put

2014-03-08 Thread Cristobal Infante
Jordi the Gollum example was just a simplification of how people trying to
get into 3d think.



On Saturday, 8 March 2014, Cristobal Infante cgc...@gmail.com wrote:

 I must clarify I was referring to students and young people getting into
 3D. I have no problem learning other software out there, I do it all the
 time.

 Let's not forget that once they have full control of the universities and
 training institutions it will just be a one way road. They were already 90%
 there, but when I heard that the Bournemouth MA will probably go Maya is
 when the news really
 hit me. I studied there and still think softimage was the best
 choice for a 1 year course.

 We can of course try to change the course
 on our side by creating Modo/Houdini pipelines but the roots and new blood
 will be mostly Maya...



 On Saturday, 8 March 2014, Christoph Muetze c...@glarestudios.de wrote:

 ..my point, exactly.

 On 08/03/14 13:20, Angus Davidson wrote:

 Forgot to add the more important thing is that what AD didnt expect with
 this shitstorm is that all of the other communities are now talking, there
 are knowledge transfers and people are understanding that their perceptions
 of other packages may have been wrong. Things are moving a lot faster now
 as very skilled Softimage users are looking at other options. That leads to
 them writing tools  etc that makes the other packages better and will pull
 more people away from AD.

 I think they now realise that pissing off these types of people is not a
 wise decision.


 
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put

 I disagree

 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I
 say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

 With the rate that the industry is developing Maya will not be able to
 keep up.


 
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put

 They have messed up really badly with us by the way the've handled this.
 But I don't really consider this a storm, a few guys ranting on a mailing
 list. CGsociety haven't even bothered to make this news.

 Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this bright
 future.

 We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com mailto:
 danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI
 developers and make another next generation 3D software. I
 remember when Lightwave shut down years ago, and they are back in
 industry and shows great stuff, and even Modo. I really hope there
 is a company or someone hires SI dev members...


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
 jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small
 teams of very clever developers, 8-12 is the normal number of
 developers for any app... that is a very small cost compared
 with the cost of advertising and PR, believe me.

 Regarding this implied direct relationship between pace of
 development and resources, it is so so obscene it is insulting
 to say that. By that rule all the software portfolio Autodesk
 manages hinders everything they do, let's face it, they have
 lots of products.

 If the case is pace of development just hire a few more good
 guys and make sure the effort does not go to waste by not
 promoting it well.

 The issue I have is that something does not add up... I still
 don't understand the decision and the more I think about it,
 the more suspicious it becomes.. .does not even seem a
 coordinated well put plan that is causing all this storm (all
 the handling has been awful and big companies tend to handle
 these things with utmost care as it casts a horrible light to
 the brand itself)

 Just look at how Apple handled Shake, they discontinued it but
 offer the possibility of buying the source code and carry on
 using it, it was bad but at least was a clean exit. Also helps

Re: Good point well put

2014-03-08 Thread Jordi Bares
Ooppss though it was serious.. it is not the first time you know…

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 13:05, Cristobal Infante cgc...@gmail.com wrote:

 Jordi the Gollum example was just a simplification of how people trying to 
 get into 3d think.
 
 
 
 On Saturday, 8 March 2014, Cristobal Infante cgc...@gmail.com wrote:
 I must clarify I was referring to students and young people getting into 3D. 
 I have no problem learning other software out there, I do it all the time. 
 
 Let's not forget that once they have full control of the universities and 
 training institutions it will just be a one way road. They were already 90% 
 there, but when I heard that the Bournemouth MA will probably go Maya is when 
 the news really
 hit me. I studied there and still think softimage was the best choice for a 1 
 year course.
 
 We can of course try to change the course
 on our side by creating Modo/Houdini pipelines but the roots and new blood 
 will be mostly Maya...
 
 
 
 On Saturday, 8 March 2014, Christoph Muetze c...@glarestudios.de wrote:
 ..my point, exactly.
 
 On 08/03/14 13:20, Angus Davidson wrote:
 Forgot to add the more important thing is that what AD didnt expect with this 
 shitstorm is that all of the other communities are now talking, there are 
 knowledge transfers and people are understanding that their perceptions of 
 other packages may have been wrong. Things are moving a lot faster now as 
 very skilled Softimage users are looking at other options. That leads to them 
 writing tools  etc that makes the other packages better and will pull more 
 people away from AD.
 
 I think they now realise that pissing off these types of people is not a wise 
 decision.
 
 
 
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put
 
 I disagree
 
 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I say 
 this because they are agile, they listen to what their users want and they 
 actively develop and have a coherent roadmap.
 
 With the rate that the industry is developing Maya will not be able to keep 
 up.
 
 
 
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put
 
 They have messed up really badly with us by the way the've handled this. But 
 I don't really consider this a storm, a few guys ranting on a mailing list. 
 CGsociety haven't even bothered to make this news.
 
 Why did they keep softimage for all this years? well simple, they were 
 investing in a relationship with costumers. Now that the Foundry had started 
 to gain ground it was time to act and think about this bright future.
 
 We are just too involved in the mess to see the whole picture. Think 5 years 
 from now, all I can see is Maya.
 
 
 
 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com 
 mailto:danielki...@gmail.com wrote:
 
 I hope there is a company or someone else who can hire all SI
 developers and make another next generation 3D software. I
 remember when Lightwave shut down years ago, and they are back in
 industry and shows great stuff, and even Modo. I really hope there
 is a company or someone hires SI dev members...
 
 
 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---
 
 
 
 
 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
 jordiba...@gmail.com wrote:
 
 Softimage, like SideEffect, 3DSMax and the rest are small
 teams of very clever developers, 8-12 is the normal number of
 developers for any app… that is a very small cost compared
 with the cost of advertising and PR, believe me.
 
 Regarding this implied direct relationship between pace of
 development and resources, it is so so obscene it is insulting
 to say that. By that rule all the software portfolio Autodesk
 manages hinders everything they do, let's face it, they have
 lots of products.
 
 If the case is pace of development just hire a few more good
 guys and make sure the effort does not go to waste by not
 promoting it well.
 
 The issue I have is that something does not add up… I still
 don't understand the decision and the more I think about it,
 the more suspicious it becomes.. .does not even seem a
 coordinated well put plan that is causing all this storm (all
 the handling has been awful and big companies tend to handle
 these things with utmost care as it casts a horrible light to
 the brand

Re: Good point well put

2014-03-08 Thread Cristobal Infante
King Kong as well right? ;)

On Saturday, 8 March 2014, Jordi Bares jordiba...@gmail.com wrote:

 Ooppss though it was serious.. it is not the first time you know...

 Jordi Bares
 jordiba...@gmail.comjavascript:_e(%7B%7D,'cvml','jordiba...@gmail.com');

 On 8 Mar 2014, at 13:05, Cristobal Infante cgc...@gmail.com wrote:

 Jordi the Gollum example was just a simplification of how people trying
 to get into 3d think.



 On Saturday, 8 March 2014, Cristobal Infante cgc...@gmail.com wrote:

 I must clarify I was referring to students and young people getting into
 3D. I have no problem learning other software out there, I do it all the
 time.

 Let's not forget that once they have full control of the universities and
 training institutions it will just be a one way road. They were already 90%
 there, but when I heard that the Bournemouth MA will probably go Maya is
 when the news really
 hit me. I studied there and still think softimage was the best
 choice for a 1 year course.

 We can of course try to change the course
 on our side by creating Modo/Houdini pipelines but the roots and new blood
 will be mostly Maya...



 On Saturday, 8 March 2014, Christoph Muetze c...@glarestudios.de wrote:

 ..my point, exactly.

 On 08/03/14 13:20, Angus Davidson wrote:

 Forgot to add the more important thing is that what AD didnt expect with
 this shitstorm is that all of the other communities are now talking, there
 are knowledge transfers and people are understanding that their perceptions
 of other packages may have been wrong. Things are moving a lot faster now
 as very skilled Softimage users are looking at other options. That leads to
 them writing tools  etc that makes the other packages better and will pull
 more people away from AD.

 I think they now realise that pissing off these types of people is not a
 wise decision.


 
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put

 I disagree

 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I
 say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

 With the rate that the industry is developing Maya will not be able to
 keep up.


 
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put

 They have messed up really badly with us by the way the've handled this.
 But I don't really consider this a storm, a few guys ranting on a mailing
 list. CGsociety haven't even bothered to make this news.

 Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this bright
 future.

 We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com mailto:
 danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI
 developers and make another next generation 3D software. I
 remember when Lightwave shut down years ago, and they are back in
 industry and shows great stuff, and even Modo. I really hope there
 is a company or someone hires SI dev members...


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
 jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small
 teams of very clever developers, 8-12 is the normal number of
 developers for any app... that is a very small cost compared
 with the cost of advertising and PR, believe me.

 Regarding this impli




Re: Good point well put

2014-03-08 Thread Sofronis Efstathiou
I should clarify we one three Masters courses.  Only one uses Softimage
(MA3D).  The other two (MA digital Effects and MSc) use Houdini - hence
the potential transition is made a lot easier...


Sofronis Efstathiou

Postgraduate Framework Leader and BFX Competition and Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

 http://ncca.bournemouth.ac.uk/   http://www.bfxfestival.com/




Awarded for world-class computer animation teaching
with wide scientific and creative applications






On 08/03/2014 13:15, Sofronis Efstathiou sefstath...@bournemouth.ac.uk
wrote:

Hey Cristobal,

You know we love Softimage. Most students when they join the course
complain that we should be teaching Maya. Then students work with
Softimage and understand why we teach it. However, over the past 5 years
(a little after you left) our pipeline is less dependent on a single
application ­ zBrush, Mari, Maxwell, V-Ray and Nuke form a critical part
of the students work. Softimage continues to be used as the main
animation, rigging, lighting tool ­ as well shot assembly and rendering.
To be fair ­ we haven't decided on Maya yet ­ in fact its likely to be a
Houdini pipe within 2 years, with Maya as the rigging/animation app until
Houdini implements many of the changes we have been discussing.  As one
of the few accredited Houdini training centres across the globe, we are
talking soon to SideFX about their roadmap so we can plan for the future.
This will effectively mean no Masters courses at the NCCA will run
Autodesk products.

Our Undergraduate uses Maya and Houdini as its main 3D applications.
However, in previous reviews we have found the software used on the MA
will eventually transition onto the BA (our staff each across both
pathways). Its very likely that in 4-5years we could see very little AD
products being used here. Which is a shame, as our graduates for the past
23 years have formed the backbone of the VFX and animation industry here
in the UK.

Cheers

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Competition and Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.ukmailto:sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[cid:C68FD57D-D2DC-46C5-ABF9-714CD513676D]http://ncca.bournemouth.ac.uk/
  [cid:57BEF9EA-B3AC-48DD-991E-4260D153BC5E] http://www.bfxfestival.com/


[cid:A49964BD-EA5F-4093-A952-82BE2FC37C4B]

Awarded for world-class computer animation teaching
with wide scientific and creative applications


From: Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com
Reply-To: Autodesk softimage
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Saturday, 8 March 2014 13:01
To: Autodesk softimage
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Good point well put

I must clarify I was referring to students and young people getting into
3D. I have no problem learning other software out there, I do it all the
time.

Let's not forget that once they have full control of the universities and
training institutions it will just be a one way road. They were already
90% there, but when I heard that the Bournemouth MA will probably go Maya
is when the news really
hit me. I studied there and still think softimage was the best choice for
a 1 year course.

We can of course try to change the course
on our side by creating Modo/Houdini pipelines but the roots and new
blood will be mostly Maya...



On Saturday, 8 March 2014, Christoph Muetze
c...@glarestudios.demailto:c...@glarestudios.de wrote:
..my point, exactly.

On 08/03/14 13:20, Angus Davidson wrote:
Forgot to add the more important thing is that what AD didnt expect with
this shitstorm is that all of the other communities are now talking,
there are knowledge transfers and people are understanding that their
perceptions of other packages may have been wrong. Things are moving a
lot faster now as very skilled Softimage users are looking at other
options. That leads to them writing tools  etc that makes the other
packages better and will pull more people away from AD.

I think they now realise that pissing off these types of people is not a
wise decision.



*From:* Angus Davidson [angus.david...@wits.ac.za]
*Sent:* 08 March 2014 02:14 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Good point well put

I disagree

5 Years from now, Modo / Houdini / Fabric Engine will be the standard

Re: Good point well put

2014-03-08 Thread Sofronis Efstathiou
If anyone was interested, we are thinking of doing a Softimage to Houdini
workshop for 3 days in late September, as part of the BFX Festival here in
Bournemouth. Phil Spicer would be happy to run one. Might even try and
wrangle Jordi into it if he was available ;0)

Cheers

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Competition and Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

 http://ncca.bournemouth.ac.uk/   http://www.bfxfestival.com/




Awarded for world-class computer animation teaching
with wide scientific and creative applications






On 08/03/2014 13:15, Sofronis Efstathiou sefstath...@bournemouth.ac.uk
wrote:

Hey Cristobal,

You know we love Softimage. Most students when they join the course
complain that we should be teaching Maya. Then students work with
Softimage and understand why we teach it. However, over the past 5 years
(a little after you left) our pipeline is less dependent on a single
application ­ zBrush, Mari, Maxwell, V-Ray and Nuke form a critical part
of the students work. Softimage continues to be used as the main
animation, rigging, lighting tool ­ as well shot assembly and rendering.
To be fair ­ we haven't decided on Maya yet ­ in fact its likely to be a
Houdini pipe within 2 years, with Maya as the rigging/animation app until
Houdini implements many of the changes we have been discussing.  As one
of the few accredited Houdini training centres across the globe, we are
talking soon to SideFX about their roadmap so we can plan for the future.
This will effectively mean no Masters courses at the NCCA will run
Autodesk products.

Our Undergraduate uses Maya and Houdini as its main 3D applications.
However, in previous reviews we have found the software used on the MA
will eventually transition onto the BA (our staff each across both
pathways). Its very likely that in 4-5years we could see very little AD
products being used here. Which is a shame, as our graduates for the past
23 years have formed the backbone of the VFX and animation industry here
in the UK.

Cheers

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Competition and Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.ukmailto:sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[cid:C68FD57D-D2DC-46C5-ABF9-714CD513676D]http://ncca.bournemouth.ac.uk/
  [cid:57BEF9EA-B3AC-48DD-991E-4260D153BC5E] http://www.bfxfestival.com/


[cid:A49964BD-EA5F-4093-A952-82BE2FC37C4B]

Awarded for world-class computer animation teaching
with wide scientific and creative applications


From: Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com
Reply-To: Autodesk softimage
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Saturday, 8 March 2014 13:01
To: Autodesk softimage
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Good point well put

I must clarify I was referring to students and young people getting into
3D. I have no problem learning other software out there, I do it all the
time.

Let's not forget that once they have full control of the universities and
training institutions it will just be a one way road. They were already
90% there, but when I heard that the Bournemouth MA will probably go Maya
is when the news really
hit me. I studied there and still think softimage was the best choice for
a 1 year course.

We can of course try to change the course
on our side by creating Modo/Houdini pipelines but the roots and new
blood will be mostly Maya...



On Saturday, 8 March 2014, Christoph Muetze
c...@glarestudios.demailto:c...@glarestudios.de wrote:
..my point, exactly.

On 08/03/14 13:20, Angus Davidson wrote:
Forgot to add the more important thing is that what AD didnt expect with
this shitstorm is that all of the other communities are now talking,
there are knowledge transfers and people are understanding that their
perceptions of other packages may have been wrong. Things are moving a
lot faster now as very skilled Softimage users are looking at other
options. That leads to them writing tools  etc that makes the other
packages better and will pull more people away from AD.

I think they now realise that pissing off these types of people is not a
wise decision.



*From:* Angus Davidson [angus.david...@wits.ac.za]
*Sent:* 08 March 2014 02:14 PM
*To:* softimage@listproc.autodesk.com
*Subject:* RE: Good point well put

I

Re: Good point well put

2014-03-08 Thread Jordi Bares
Count on me.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 13:24, Sofronis Efstathiou sefstath...@bournemouth.ac.uk 
wrote:

 If anyone was interested, we are thinking of doing a Softimage to Houdini
 workshop for 3 days in late September, as part of the BFX Festival here in
 Bournemouth. Phil Spicer would be happy to run one. Might even try and
 wrangle Jordi into it if he was available ;0)
 
 Cheers
 
 Sofronis Efstathiou
 
 Postgraduate Framework Leader and BFX Competition and Festival Director
 Computer Animation Academic Group
 National Centre for Computer Animation
 
 Email: sefstath...@bournemouth.ac.uk
 
 Tel: +44 (0) 1202 965805
 
 Profile: http://uk.linkedin.com/in/sofronisefstathiou
 
 Student Work:
 http://www.youtube.com/NCCA3DAnimation
 http://www.youtube.com/NCCADigitalFX
 http://www.youtube.com/NCCAAnimation
 
 http://ncca.bournemouth.ac.uk/   http://www.bfxfestival.com/
 
 
 
 
 Awarded for world-class computer animation teaching
 with wide scientific and creative applications
 
 
 
 
 
 
 On 08/03/2014 13:15, Sofronis Efstathiou sefstath...@bournemouth.ac.uk
 wrote:
 
 Hey Cristobal,
 
 You know we love Softimage. Most students when they join the course
 complain that we should be teaching Maya. Then students work with
 Softimage and understand why we teach it. However, over the past 5 years
 (a little after you left) our pipeline is less dependent on a single
 application ­ zBrush, Mari, Maxwell, V-Ray and Nuke form a critical part
 of the students work. Softimage continues to be used as the main
 animation, rigging, lighting tool ­ as well shot assembly and rendering.
 To be fair ­ we haven't decided on Maya yet ­ in fact its likely to be a
 Houdini pipe within 2 years, with Maya as the rigging/animation app until
 Houdini implements many of the changes we have been discussing.  As one
 of the few accredited Houdini training centres across the globe, we are
 talking soon to SideFX about their roadmap so we can plan for the future.
 This will effectively mean no Masters courses at the NCCA will run
 Autodesk products.
 
 Our Undergraduate uses Maya and Houdini as its main 3D applications.
 However, in previous reviews we have found the software used on the MA
 will eventually transition onto the BA (our staff each across both
 pathways). Its very likely that in 4-5years we could see very little AD
 products being used here. Which is a shame, as our graduates for the past
 23 years have formed the backbone of the VFX and animation industry here
 in the UK.
 
 Cheers
 
 Sofronis Efstathiou
 
 Postgraduate Framework Leader and BFX Competition and Festival Director
 Computer Animation Academic Group
 National Centre for Computer Animation
 
 Email: sefstath...@bournemouth.ac.ukmailto:sefstath...@bournemouth.ac.uk
 
 Tel: +44 (0) 1202 965805
 
 Profile: http://uk.linkedin.com/in/sofronisefstathiou
 
 Student Work:
 http://www.youtube.com/NCCA3DAnimation
 http://www.youtube.com/NCCADigitalFX
 http://www.youtube.com/NCCAAnimation
 
 [cid:C68FD57D-D2DC-46C5-ABF9-714CD513676D]http://ncca.bournemouth.ac.uk/
 [cid:57BEF9EA-B3AC-48DD-991E-4260D153BC5E] http://www.bfxfestival.com/
 
 
 [cid:A49964BD-EA5F-4093-A952-82BE2FC37C4B]
 
 Awarded for world-class computer animation teaching
 with wide scientific and creative applications
 
 
 From: Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com
 Reply-To: Autodesk softimage
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Date: Saturday, 8 March 2014 13:01
 To: Autodesk softimage
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: Good point well put
 
 I must clarify I was referring to students and young people getting into
 3D. I have no problem learning other software out there, I do it all the
 time.
 
 Let's not forget that once they have full control of the universities and
 training institutions it will just be a one way road. They were already
 90% there, but when I heard that the Bournemouth MA will probably go Maya
 is when the news really
 hit me. I studied there and still think softimage was the best choice for
 a 1 year course.
 
 We can of course try to change the course
 on our side by creating Modo/Houdini pipelines but the roots and new
 blood will be mostly Maya...
 
 
 
 On Saturday, 8 March 2014, Christoph Muetze
 c...@glarestudios.demailto:c...@glarestudios.de wrote:
 ..my point, exactly.
 
 On 08/03/14 13:20, Angus Davidson wrote:
 Forgot to add the more important thing is that what AD didnt expect with
 this shitstorm is that all of the other communities are now talking,
 there are knowledge transfers and people are understanding that their
 perceptions of other packages may have been wrong. Things are moving a
 lot faster now as very skilled Softimage users are looking at other
 options. That leads to them writing tools  etc that makes the other
 packages better and will pull more people away from AD.
 
 I think they now realise that pissing off these types

Re: Good point well put

2014-03-08 Thread Luc-Eric Rousseau
On Sat, Mar 8, 2014 at 6:43 AM, Jordi Bares jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small teams of very 
 clever developers, 8-12 is the normal number of developers for any app... 
 that is a very small cost compared with the cost of advertising and PR, 
 believe me.

That's not quite right. That may be the number of people who interact
with the community, but it certainly isn't the number of people
necessary to develop and keep competitive Softimage, an app that's 12
millions lines of code.  It's just OK to keep it on life support and
make one or two feature a year.   True for small apps like 3DCoat, but
not for this one, not at this age.

At Avid, we had those kinds of numbers ..*just in consulting*

We had a lot more developers than that at the end at Avid, and that
was after rounds and rounds of layoffs. We were down to one or zero
person per area, not really able to anything but fixes and small
features.

You can keep that kind of app on life support/maintenance with a staff
of 8-12, and that's totally true.  But that's not the real problem.
Look at what happens when you try to do a new project with a handful
of clever developers, the High Quality Viewport + Crowds in
Softimage 2013.   First, it's hit and miss whether it'll be any good;
in this case, miss in the case of the viewport. Secondly, it's soaked
up all the resources so you don't have anything else for the rest of
the user base.

A small of people can create a develop a new app and continue to
maintain it, they are doing it all the time.  A small group of
developer will make a small app, and this app will probably be a lot
more focused.  This is not what we ended up with.

Softimage is a gorgeous app, beautifully designed.  But all is not
well. The code base will be due for a large rewrite in a few years,
like the QT port and viewport 2.0 in Maya.  There are glass ceillings
in playback performance/scalability that we've never been able to fix
even after years of people looking at that. Mental Ray is about to
fall into oblivion and if that needs to be pulled out of XSI, lots of
stuff is going to go with it. Lots of fundamental things in XSI like
scene file and scripting are based on Windows API that have been
deprecated for a decade.  There are new ideas and things coming up
like OpenSubDiv, out-of-core-processing for FX, etc.  You can also
fetch one of those multi-volume mails from Matt about everything
that's wrong in the product for his game artists.  The animation
toolset hasn't been updated since the shape manager.  ICE Kine doesn't
scale enough to replace it/  There is tons of work to do, even after
14 years.


Re: Good point well put

2014-03-08 Thread Mirko Jankovic
There is ton and ton to do in Maya as well. Not to mention Max.
But instead Softimage is dead.


On Sat, Mar 8, 2014 at 2:29 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:

 On Sat, Mar 8, 2014 at 6:43 AM, Jordi Bares jordiba...@gmail.com wrote:
 
  Softimage, like SideEffect, 3DSMax and the rest are small teams of very
 clever developers, 8-12 is the normal number of developers for any app...
 that is a very small cost compared with the cost of advertising and PR,
 believe me.

 That's not quite right. That may be the number of people who interact
 with the community, but it certainly isn't the number of people
 necessary to develop and keep competitive Softimage, an app that's 12
 millions lines of code.  It's just OK to keep it on life support and
 make one or two feature a year.   True for small apps like 3DCoat, but
 not for this one, not at this age.

 At Avid, we had those kinds of numbers ..*just in consulting*

 We had a lot more developers than that at the end at Avid, and that
 was after rounds and rounds of layoffs. We were down to one or zero
 person per area, not really able to anything but fixes and small
 features.

 You can keep that kind of app on life support/maintenance with a staff
 of 8-12, and that's totally true.  But that's not the real problem.
 Look at what happens when you try to do a new project with a handful
 of clever developers, the High Quality Viewport + Crowds in
 Softimage 2013.   First, it's hit and miss whether it'll be any good;
 in this case, miss in the case of the viewport. Secondly, it's soaked
 up all the resources so you don't have anything else for the rest of
 the user base.

 A small of people can create a develop a new app and continue to
 maintain it, they are doing it all the time.  A small group of
 developer will make a small app, and this app will probably be a lot
 more focused.  This is not what we ended up with.

 Softimage is a gorgeous app, beautifully designed.  But all is not
 well. The code base will be due for a large rewrite in a few years,
 like the QT port and viewport 2.0 in Maya.  There are glass ceillings
 in playback performance/scalability that we've never been able to fix
 even after years of people looking at that. Mental Ray is about to
 fall into oblivion and if that needs to be pulled out of XSI, lots of
 stuff is going to go with it. Lots of fundamental things in XSI like
 scene file and scripting are based on Windows API that have been
 deprecated for a decade.  There are new ideas and things coming up
 like OpenSubDiv, out-of-core-processing for FX, etc.  You can also
 fetch one of those multi-volume mails from Matt about everything
 that's wrong in the product for his game artists.  The animation
 toolset hasn't been updated since the shape manager.  ICE Kine doesn't
 scale enough to replace it/  There is tons of work to do, even after
 14 years.



Re: Good point well put

2014-03-08 Thread Bk
You could do Gollum with SI and ice though. 
( I work with Gollum so I should know)
I'm not saying that it would be recreating tissue, but It's totally possible to 
make a gollum with no visual difference. Once you have almost total 
manipulation control over vectors then you can do pretty much anything you can 
think of.


On 8 Mar 2014, at 13:05, Cristobal Infante cgc...@gmail.com wrote:

 Jordi the Gollum example was just a simplification of how people trying to 
 get into 3d think.
 
 
 
 On Saturday, 8 March 2014, Cristobal Infante cgc...@gmail.com wrote:
 I must clarify I was referring to students and young people getting into 3D. 
 I have no problem learning other software out there, I do it all the time. 
 
 Let's not forget that once they have full control of the universities and 
 training institutions it will just be a one way road. They were already 90% 
 there, but when I heard that the Bournemouth MA will probably go Maya is when 
 the news really
 hit me. I studied there and still think softimage was the best choice for a 1 
 year course.
 
 We can of course try to change the course
 on our side by creating Modo/Houdini pipelines but the roots and new blood 
 will be mostly Maya...
 
 
 
 On Saturday, 8 March 2014, Christoph Muetze c...@glarestudios.de wrote:
 ..my point, exactly.
 
 On 08/03/14 13:20, Angus Davidson wrote:
 Forgot to add the more important thing is that what AD didnt expect with this 
 shitstorm is that all of the other communities are now talking, there are 
 knowledge transfers and people are understanding that their perceptions of 
 other packages may have been wrong. Things are moving a lot faster now as 
 very skilled Softimage users are looking at other options. That leads to them 
 writing tools  etc that makes the other packages better and will pull more 
 people away from AD.
 
 I think they now realise that pissing off these types of people is not a wise 
 decision.
 
 
 
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put
 
 I disagree
 
 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I say 
 this because they are agile, they listen to what their users want and they 
 actively develop and have a coherent roadmap.
 
 With the rate that the industry is developing Maya will not be able to keep 
 up.
 
 
 
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put
 
 They have messed up really badly with us by the way the've handled this. But 
 I don't really consider this a storm, a few guys ranting on a mailing list. 
 CGsociety haven't even bothered to make this news.
 
 Why did they keep softimage for all this years? well simple, they were 
 investing in a relationship with costumers. Now that the Foundry had started 
 to gain ground it was time to act and think about this bright future.
 
 We are just too involved in the mess to see the whole picture. Think 5 years 
 from now, all I can see is Maya.
 
 
 
 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com 
 mailto:danielki...@gmail.com wrote:
 
 I hope there is a company or someone else who can hire all SI
 developers and make another next generation 3D software. I
 remember when Lightwave shut down years ago, and they are back in
 industry and shows great stuff, and even Modo. I really hope there
 is a company or someone hires SI dev members...
 
 
 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---
 
 
 
 
 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
 jordiba...@gmail.com wrote:
 
 Softimage, like SideEffect, 3DSMax and the rest are small
 teams of very clever developers, 8-12 is the normal number of
 developers for any app… that is a very small cost compared
 with the cost of advertising and PR, believe me.
 
 Regarding this implied direct relationship between pace of
 development and resources, it is so so obscene it is insulting
 to say that. By that rule all the software portfolio Autodesk
 manages hinders everything they do, let's face it, they have
 lots of products.
 
 If the case is pace of development just hire a few more good
 guys and make sure the effort does not go to waste by not
 promoting it well.
 
 The issue I have is that something does not add up… I still
 don't understand the decision and the more I think about it,
 the more suspicious it becomes.. .does not even seem

Re: Good point well put

2014-03-08 Thread Jordi Bares
Nobody said its perfect, I am fully aware Softimage needs some truly major work 
done to keep it well into the 21st century, like Max and Maya and every other 
app, agreed.

Regarding the number, you know we users are in the dark, everybody avoids 
answering that but from what I heard (and may be wrong) the development team 
never has been big, it is a different thing all the support, QA, 
documentation, etc… that is the bulk of the company. 

Regarding the point I was trying to make, are you saying the cost of 
development of Softimage was costlier than the PR, advertising, support, 
documentation, etc..?

Its very sad LucEric… very very sad.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 13:29, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Sat, Mar 8, 2014 at 6:43 AM, Jordi Bares jordiba...@gmail.com wrote:
 
 Softimage, like SideEffect, 3DSMax and the rest are small teams of very 
 clever developers, 8-12 is the normal number of developers for any app... 
 that is a very small cost compared with the cost of advertising and PR, 
 believe me.
 
 That's not quite right. That may be the number of people who interact
 with the community, but it certainly isn't the number of people
 necessary to develop and keep competitive Softimage, an app that's 12
 millions lines of code.  It's just OK to keep it on life support and
 make one or two feature a year.   True for small apps like 3DCoat, but
 not for this one, not at this age.
 
 At Avid, we had those kinds of numbers ..*just in consulting*
 
 We had a lot more developers than that at the end at Avid, and that
 was after rounds and rounds of layoffs. We were down to one or zero
 person per area, not really able to anything but fixes and small
 features.
 
 You can keep that kind of app on life support/maintenance with a staff
 of 8-12, and that's totally true.  But that's not the real problem.
 Look at what happens when you try to do a new project with a handful
 of clever developers, the High Quality Viewport + Crowds in
 Softimage 2013.   First, it's hit and miss whether it'll be any good;
 in this case, miss in the case of the viewport. Secondly, it's soaked
 up all the resources so you don't have anything else for the rest of
 the user base.
 
 A small of people can create a develop a new app and continue to
 maintain it, they are doing it all the time.  A small group of
 developer will make a small app, and this app will probably be a lot
 more focused.  This is not what we ended up with.
 
 Softimage is a gorgeous app, beautifully designed.  But all is not
 well. The code base will be due for a large rewrite in a few years,
 like the QT port and viewport 2.0 in Maya.  There are glass ceillings
 in playback performance/scalability that we've never been able to fix
 even after years of people looking at that. Mental Ray is about to
 fall into oblivion and if that needs to be pulled out of XSI, lots of
 stuff is going to go with it. Lots of fundamental things in XSI like
 scene file and scripting are based on Windows API that have been
 deprecated for a decade.  There are new ideas and things coming up
 like OpenSubDiv, out-of-core-processing for FX, etc.  You can also
 fetch one of those multi-volume mails from Matt about everything
 that's wrong in the product for his game artists.  The animation
 toolset hasn't been updated since the shape manager.  ICE Kine doesn't
 scale enough to replace it/  There is tons of work to do, even after
 14 years.




Re: Good point well put

2014-03-08 Thread Cristobal Infante
Hi Saf,

I know you guys love Softimage, we all do! otherwise we wouldn't be here
right ;).

Softimage was with a doubt was the best choice for a 1 year course where
you are meant to learn everything from scratch and produce a short film at
the end.
Most of us picked up the software very quickly and learned the principles
of computer animation which is the important skill.
From the people I've kept in touch from the course I would say 70% moved to
Maya to work in the film/game industry so transferring
those skills wasn't such a big deal for them since the key concepts were
already there.

I am very glad to hear you guys have a strong relationship with Sidefx and
are planning of reinforce that.
It's important to have convergence between the studios and the Universities
pumping new blood.
Interesting to hear that the MSC is all houdini now, in my times it was
mainly Maya.

By the way you are teaching all those apps to your new students? I feel
cheated!!! ;)




On Saturday, 8 March 2014, Sofronis Efstathiou 
sefstath...@bournemouth.ac.uk wrote:

 I should clarify we one three Masters courses.  Only one uses Softimage
 (MA3D).  The other two (MA digital Effects and MSc) use Houdini - hence
 the potential transition is made a lot easier...


 Sofronis Efstathiou

 Postgraduate Framework Leader and BFX Competition and Festival Director
 Computer Animation Academic Group
 National Centre for Computer Animation

 Email: sefstath...@bournemouth.ac.uk

 Tel: +44 (0) 1202 965805

 Profile: http://uk.linkedin.com/in/sofronisefstathiou

 Student Work:
 http://www.youtube.com/NCCA3DAnimation
 http://www.youtube.com/NCCADigitalFX
 http://www.youtube.com/NCCAAnimation

  http://ncca.bournemouth.ac.uk/   http://www.bfxfestival.com/




 Awarded for world-class computer animation teaching
 with wide scientific and creative applications






 On 08/03/2014 13:15, Sofronis Efstathiou sefstath...@bournemouth.ac.uk
 wrote:

 Hey Cristobal,
 
 You know we love Softimage. Most students when they join the course
 complain that we should be teaching Maya. Then students work with
 Softimage and understand why we teach it. However, over the past 5 years
 (a little after you left) our pipeline is less dependent on a single
 application ­ zBrush, Mari, Maxwell, V-Ray and Nuke form a critical part
 of the students work. Softimage continues to be used as the main
 animation, rigging, lighting tool ­ as well shot assembly and rendering.
 To be fair ­ we haven't decided on Maya yet ­ in fact its likely to be a
 Houdini pipe within 2 years, with Maya as the rigging/animation app until
 Houdini implements many of the changes we have been discussing.  As one
 of the few accredited Houdini training centres across the globe, we are
 talking soon to SideFX about their roadmap so we can plan for the future.
 This will effectively mean no Masters courses at the NCCA will run
 Autodesk products.
 
 Our Undergraduate uses Maya and Houdini as its main 3D applications.
 However, in previous reviews we have found the software used on the MA
 will eventually transition onto the BA (our staff each across both
 pathways). Its very likely that in 4-5years we could see very little AD
 products being used here. Which is a shame, as our graduates for the past
 23 years have formed the backbone of the VFX and animation industry here
 in the UK.
 
 Cheers
 
 Sofronis Efstathiou
 
 Postgraduate Framework Leader and BFX Competition and Festival Director
 Computer Animation Academic Group
 National Centre for Computer Animation
 
 Email: sefstath...@bournemouth.ac.ukmailto:sefstath...@bournemouth.ac.uk
 
 
 Tel: +44 (0) 1202 965805
 
 Profile: http://uk.linkedin.com/in/sofronisefstathiou
 
 Student Work:
 http://www.youtube.com/NCCA3DAnimation
 http://www.youtube.com/NCCADigitalFX
 http://www.youtube.com/NCCAAnimation
 
 [cid:C68FD57D-D2DC-46C5-ABF9-714CD513676D]http://ncca.bournemouth.ac.uk/
 
   [cid:57BEF9EA-B3AC-48DD-991E-4260D153BC5E] http://www.bfxfestival.com/
 
 
 
 [cid:A49964BD-EA5F-4093-A952-82BE2FC37C4B]
 
 Awarded for world-class computer animation teaching
 with wide scientific and creative applications
 
 
 From: Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com
 Reply-To: Autodesk softimage
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Date: Saturday, 8 March 2014 13:01
 To: Autodesk softimage
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: Good point well put
 
 I must clarify I was referring to students and young people getting into
 3D. I have no problem learning other software out there, I do it all the
 time.
 
 Let's not forget that once they have full control of the universities and
 training institutions it will just be a one way road. They were already
 90% there, but when I heard that the Bournemouth MA will probably go Maya
 is when the news really
 hit me. I studied there and still think softimage was the best choice for
 a 1 year course.
 
 We can of course try

Re: Good point well put

2014-03-08 Thread Cristobal Infante
What does Gollum think about all this by the way?

unhappy his precious is gone I am sure ;)


On 8 March 2014 13:55, Bk p...@bustykelp.com wrote:

 You could do Gollum with SI and ice though.
 ( I work with Gollum so I should know)
 I'm not saying that it would be recreating tissue, but It's totally
 possible to make a gollum with no visual difference. Once you have almost
 total manipulation control over vectors then you can do pretty much
 anything you can think of.


 On 8 Mar 2014, at 13:05, Cristobal Infante cgc...@gmail.com wrote:

 Jordi the Gollum example was just a simplification of how people trying
 to get into 3d think.



 On Saturday, 8 March 2014, Cristobal Infante cgc...@gmail.com wrote:

 I must clarify I was referring to students and young people getting into
 3D. I have no problem learning other software out there, I do it all the
 time.

 Let's not forget that once they have full control of the universities and
 training institutions it will just be a one way road. They were already 90%
 there, but when I heard that the Bournemouth MA will probably go Maya is
 when the news really
 hit me. I studied there and still think softimage was the best
 choice for a 1 year course.

 We can of course try to change the course
 on our side by creating Modo/Houdini pipelines but the roots and new
 blood will be mostly Maya...



 On Saturday, 8 March 2014, Christoph Muetze c...@glarestudios.de wrote:

 ..my point, exactly.

 On 08/03/14 13:20, Angus Davidson wrote:

 Forgot to add the more important thing is that what AD didnt expect with
 this shitstorm is that all of the other communities are now talking, there
 are knowledge transfers and people are understanding that their perceptions
 of other packages may have been wrong. Things are moving a lot faster now
 as very skilled Softimage users are looking at other options. That leads to
 them writing tools  etc that makes the other packages better and will pull
 more people away from AD.

 I think they now realise that pissing off these types of people is not a
 wise decision.


 
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put

 I disagree

 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I
 say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

 With the rate that the industry is developing Maya will not be able to
 keep up.


 
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put

 They have messed up really badly with us by the way the've handled this.
 But I don't really consider this a storm, a few guys ranting on a mailing
 list. CGsociety haven't even bothered to make this news.

 Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this bright
 future.

 We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com mailto:
 danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI
 developers and make another next generation 3D software. I
 remember when Lightwave shut down years ago, and they are back in
 industry and shows great stuff, and even Modo. I really hope there
 is a company or someone hires SI dev members...


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
 jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small
 teams of very clever developers, 8-12 is the normal number of
 developers for any app... that is a very small cost compared
 with the cost of advertising and PR, believe me.

 Regarding this implied direct relationship between pace of
 development and resources, it is so so obscene it is insulting
 to say that. By that rule all the software portfolio Autodesk
 manages hinders everything they do, let's face it, they have
 lots of products.

 If the case is pace of development just hire a few more good
 guys and make sure the effort does not go to waste by not
 promoting it well.

 The issue I have is that something does not add up... I still
 don't understand the decision

Re: Good point well put

2014-03-08 Thread Luc-Eric Rousseau
On Sat, Mar 8, 2014 at 8:55 AM, Jordi Bares jordiba...@gmail.com wrote:
 Nobody said its perfect, I am fully aware Softimage needs some truly major 
 work done to keep it well into the 21st century, like Max and Maya and every 
 other app, agreed.

 Regarding the number, you know we users are in the dark, everybody avoids 
 answering that but from what I heard (and may be wrong) the development team 
 never has been big, it is a different thing all the support, QA, 
 documentation, etc... that is the bulk of the company.

 Regarding the point I was trying to make, are you saying the cost of 
 development of Softimage was costlier than the PR, advertising, support, 
 documentation, etc..?

 Its very sad LucEric... very very sad.

It's terribly sad indeed.  Many of us worked many years 6 and 7 days a
week on this thing.  We poured our hearts into it.

If you agree that there is still tons of work needed to do  - millions
of RD, imho, plus a lot of risks of failure - to make that app modern
in 5 years, then it doesn't matter if a few people can keep that app
going in the short term, it's the longer term that's the problem.

One shouldn't be asking marketing and the resellers sell a 3500$ app,
plus 850$-1100$ a year in sub, if they  don't have a 5 year plan and
don't plan to have the investment to back it up.  You cannot have
schools continue to teach this app as if it's an equally safe choice
for the future.  So you shouldn't be inviting new clients only to have
them end up in forum reading about dissatisfaction,  lack of
development, fear of the future.  So Autodesk announced last week that
their plans and investments are on Maya and Max. It's terrible news
for Softimage, but at least the cards are on the table and people have
time to adapt.



RE: Good point well put

2014-03-08 Thread Angus Davidson
Thats exactly why we used it as well. Our Animation course is only a year and 
you can get so much more done in SI then Maya



From: Cristobal Infante [cgc...@gmail.com]
Sent: 08 March 2014 03:55 PM
To: softimage@listproc.autodesk.com
Subject: Re: Good point well put

Hi Saf,

I know you guys love Softimage, we all do! otherwise we wouldn't be here right 
;).

Softimage was with a doubt was the best choice for a 1 year course where you 
are meant to learn everything from scratch and produce a short film at the end.

Most of us picked up the software very quickly and learned the principles of 
computer animation which is the important skill.

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RE: Good point well put

2014-03-08 Thread Sofronis Efstathiou
Agreed. Softimage allowed us to teach in a single year what the BA courses 
(using Maya) covered in 3 years...and then some more. Softimage was an 
excellent artist tool...and since 80% of our Masters students had never used 3D 
software before (they were painters, illustrators etc) - they were able to 
transition very quickly into a technical artist or technical director role. 
It's a great product

Sofronis Efstathiou

Postgraduate Framework Leader and BFX Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: sefstath...@bournemouth.ac.uk

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation




-Original Message-
From: Angus Davidson [angus.david...@wits.ac.za]
Received: Saturday, 08 Mar 2014, 3:31PM
To: softimage@listproc.autodesk.com [softimage@listproc.autodesk.com]
Subject: RE: Good point well put

Thats exactly why we used it as well. Our Animation course is only a year and 
you can get so much more done in SI then Maya



From: Cristobal Infante [cgc...@gmail.com]
Sent: 08 March 2014 03:55 PM
To: softimage@listproc.autodesk.com
Subject: Re: Good point well put

Hi Saf,

I know you guys love Softimage, we all do! otherwise we wouldn't be here right 
;).

Softimage was with a doubt was the best choice for a 1 year course where you 
are meant to learn everything from scratch and produce a short film at the end.

Most of us picked up the software very quickly and learned the principles of 
computer animation which is the important skill.

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Re: Good point well put

2014-03-08 Thread Stephen Davidson
Godzilla was done by  Softimage, right? ;)
Godzilla was my all time favorite rig, though. It was ground breaking.


On Sat, Mar 8, 2014 at 8:15 AM, Cristobal Infante cgc...@gmail.com wrote:

 King Kong as well right? ;)


 On Saturday, 8 March 2014, Jordi Bares jordiba...@gmail.com wrote:

 Ooppss though it was serious.. it is not the first time you know...

  Jordi Bares
 jordiba...@gmail.com

 On 8 Mar 2014, at 13:05, Cristobal Infante cgc...@gmail.com wrote:

 Jordi the Gollum example was just a simplification of how people trying
 to get into 3d think.



 On Saturday, 8 March 2014, Cristobal Infante cgc...@gmail.com wrote:

 I must clarify I was referring to students and young people getting into
 3D. I have no problem learning other software out there, I do it all the
 time.

 Let's not forget that once they have full control of the universities and
 training institutions it will just be a one way road. They were already 90%
 there, but when I heard that the Bournemouth MA will probably go Maya is
 when the news really
 hit me. I studied there and still think softimage was the best
 choice for a 1 year course.

 We can of course try to change the course
 on our side by creating Modo/Houdini pipelines but the roots and new
 blood will be mostly Maya...



 On Saturday, 8 March 2014, Christoph Muetze c...@glarestudios.de wrote:

 ..my point, exactly.

 On 08/03/14 13:20, Angus Davidson wrote:

 Forgot to add the more important thing is that what AD didnt expect with
 this shitstorm is that all of the other communities are now talking, there
 are knowledge transfers and people are understanding that their perceptions
 of other packages may have been wrong. Things are moving a lot faster now
 as very skilled Softimage users are looking at other options. That leads to
 them writing tools  etc that makes the other packages better and will pull
 more people away from AD.

 I think they now realise that pissing off these types of people is not a
 wise decision.


 
 *From:* Angus Davidson [angus.david...@wits.ac.za]
 *Sent:* 08 March 2014 02:14 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Good point well put

 I disagree

 5 Years from now, Modo / Houdini / Fabric Engine will be the standard. I
 say this because they are agile, they listen to what their users want and
 they actively develop and have a coherent roadmap.

 With the rate that the industry is developing Maya will not be able to
 keep up.


 
 *From:* Cristobal Infante [cgc...@gmail.com]
 *Sent:* 08 March 2014 02:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Good point well put

 They have messed up really badly with us by the way the've handled this.
 But I don't really consider this a storm, a few guys ranting on a mailing
 list. CGsociety haven't even bothered to make this news.

 Why did they keep softimage for all this years? well simple, they were
 investing in a relationship with costumers. Now that the Foundry had
 started to gain ground it was time to act and think about this bright
 future.

 We are just too involved in the mess to see the whole picture. Think 5
 years from now, all I can see is Maya.



 On Saturday, 8 March 2014, Daniel Kim danielki...@gmail.com mailto:
 danielki...@gmail.com wrote:

 I hope there is a company or someone else who can hire all SI
 developers and make another next generation 3D software. I
 remember when Lightwave shut down years ago, and they are back in
 industry and shows great stuff, and even Modo. I really hope there
 is a company or someone hires SI dev members...


 ---
 Daniel Kim
 Animation Director  Professional 3D Generalist
 http://www.danielkim3d.com
 ---




 On Sun, Mar 9, 2014 at 12:43 AM, Jordi Bares
 jordiba...@gmail.com wrote:

 Softimage, like SideEffect, 3DSMax and the rest are small
 teams of very clever developers, 8-12 is the normal number of
 developers for any app... that is a very small cost compared
 with the cost of advertising and PR, believe me.

 Regarding this impli




-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


Re[2]: Good point well put

2014-03-08 Thread Eugen Sares
One cardinal mistake back then was keeping so many aspects of the 
development in house. Once a critical mass was reached, the burden 
became too big.
An open SDK concept would have been needed - platform like. Unlocking as 
many doors as possible, let 3rd parties do the extensions.


A question, Luc-Eric (no sarcasm, just interest!):
Why was there even any abstraction layer (the SDK) introduced in the 
first place? Why not allow 3rd parties to hook in 'first-class'?





-- Originalnachricht --
Von: Luc-Eric Rousseau luceri...@gmail.com
An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Gesendet: 08.03.2014 14:29:09
Betreff: Re: Good point well put

On Sat, Mar 8, 2014 at 6:43 AM, Jordi Bares jordiba...@gmail.com 
wrote:


 Softimage, like SideEffect, 3DSMax and the rest are small teams of 
very clever developers, 8-12 is the normal number of developers for 
any app... that is a very small cost compared with the cost of 
advertising and PR, believe me.


That's not quite right. That may be the number of people who interact
with the community, but it certainly isn't the number of people
necessary to develop and keep competitive Softimage, an app that's 12
millions lines of code. It's just OK to keep it on life support and
make one or two feature a year. True for small apps like 3DCoat, but
not for this one, not at this age.

At Avid, we had those kinds of numbers ..*just in consulting*

We had a lot more developers than that at the end at Avid, and that
was after rounds and rounds of layoffs. We were down to one or zero
person per area, not really able to anything but fixes and small
features.

You can keep that kind of app on life support/maintenance with a staff
of 8-12, and that's totally true. But that's not the real problem.
Look at what happens when you try to do a new project with a handful
of clever developers, the High Quality Viewport + Crowds in
Softimage 2013. First, it's hit and miss whether it'll be any good;
in this case, miss in the case of the viewport. Secondly, it's soaked
up all the resources so you don't have anything else for the rest of
the user base.

A small of people can create a develop a new app and continue to
maintain it, they are doing it all the time. A small group of
developer will make a small app, and this app will probably be a lot
more focused. This is not what we ended up with.

Softimage is a gorgeous app, beautifully designed. But all is not
well. The code base will be due for a large rewrite in a few years,
like the QT port and viewport 2.0 in Maya. There are glass ceillings
in playback performance/scalability that we've never been able to fix
even after years of people looking at that. Mental Ray is about to
fall into oblivion and if that needs to be pulled out of XSI, lots of
stuff is going to go with it. Lots of fundamental things in XSI like
scene file and scripting are based on Windows API that have been
deprecated for a decade. There are new ideas and things coming up
like OpenSubDiv, out-of-core-processing for FX, etc. You can also
fetch one of those multi-volume mails from Matt about everything
that's wrong in the product for his game artists. The animation
toolset hasn't been updated since the shape manager. ICE Kine doesn't
scale enough to replace it/ There is tons of work to do, even after
14 years.



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Re: Good point well put

2014-03-08 Thread Jordi Bares
I agree 100% on one thing, if you are not willing to invest money to maintain 
the application it is the only honest thing to do. The problem I have is how is 
it possible there is no will to put the necessary work and money to make it 
happen? How is it possible someone pays $35M to buy a company and its product 
line and then bury it while still warm. 

Furthermore, the economic model that was sung to all of us countless time that 
has been working for years on other industries like the automotive where the 
Volkswagen group owns Volkswagen, Audi, Seat, Skoda and others and allows them 
to develop one engine for all the cars yet compete in the market while offering 
a distinctive experience (hello Softiamge) is actually very sensible too in 
this case. I don't need to tell you that many of the tools you are building for 
one app will end up on the others and a chunk of the cost will be saved.

All in all the other thing I don't get is the associated risk, when you own the 
market is pretty much risk free! is like producing films and owning the 
distribution channel, it is impossible not to make money if you play it half 
well.

The most amazing thing is that Softimage was a competitor during the last 5 
years we would have been in a extremely different situation competing one to 
one with Maya for the top end of the professional market instead of being 
buried.

Sorry to be a pest but this is an extreme situation for many.

thanks a lot though for your the dialog without corporate BS, I really 
appreciate that Luc-Eric

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 15:08, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Sat, Mar 8, 2014 at 8:55 AM, Jordi Bares jordiba...@gmail.com wrote:
 Nobody said its perfect, I am fully aware Softimage needs some truly major 
 work done to keep it well into the 21st century, like Max and Maya and every 
 other app, agreed.
 
 Regarding the number, you know we users are in the dark, everybody avoids 
 answering that but from what I heard (and may be wrong) the development team 
 never has been big, it is a different thing all the support, QA, 
 documentation, etc... that is the bulk of the company.
 
 Regarding the point I was trying to make, are you saying the cost of 
 development of Softimage was costlier than the PR, advertising, support, 
 documentation, etc..?
 
 Its very sad LucEric... very very sad.
 
 It's terribly sad indeed.  Many of us worked many years 6 and 7 days a
 week on this thing.  We poured our hearts into it.
 
 If you agree that there is still tons of work needed to do  - millions
 of RD, imho, plus a lot of risks of failure - to make that app modern
 in 5 years, then it doesn't matter if a few people can keep that app
 going in the short term, it's the longer term that's the problem.
 
 One shouldn't be asking marketing and the resellers sell a 3500$ app,
 plus 850$-1100$ a year in sub, if they  don't have a 5 year plan and
 don't plan to have the investment to back it up.  You cannot have
 schools continue to teach this app as if it's an equally safe choice
 for the future.  So you shouldn't be inviting new clients only to have
 them end up in forum reading about dissatisfaction,  lack of
 development, fear of the future.  So Autodesk announced last week that
 their plans and investments are on Maya and Max. It's terrible news
 for Softimage, but at least the cards are on the table and people have
 time to adapt.
 




Re: Good point well put

2014-03-08 Thread Paul Griswold
The all in one mentality is pervasive at ADSK.  Just look at how they
took the Mudbox  Softimage forums and jammed them into the
one-size-fits-all disaster known as The Area.
ᐧ


On Sat, Mar 8, 2014 at 12:36 PM, Jordi Bares jordiba...@gmail.com wrote:

 I agree 100% on one thing, if you are not willing to invest money to
 maintain the application it is the only honest thing to do. The problem I
 have is how is it possible there is no will to put the necessary work and
 money to make it happen? How is it possible someone pays $35M to buy a
 company and its product line and then bury it while still warm.

 Furthermore, the economic model that was sung to all of us countless time
 that has been working for years on other industries like the automotive
 where the Volkswagen group owns Volkswagen, Audi, Seat, Skoda and others
 and allows them to develop one engine for all the cars yet compete in the
 market while offering a distinctive experience (hello Softiamge) is
 actually very sensible too in this case. I don't need to tell you that many
 of the tools you are building for one app will end up on the others and a
 chunk of the cost will be saved.

 All in all the other thing I don't get is the associated risk, when you
 own the market is pretty much risk free! is like producing films and owning
 the distribution channel, it is impossible not to make money if you play it
 half well.

 The most amazing thing is that Softimage was a competitor during the last
 5 years we would have been in a extremely different situation competing one
 to one with Maya for the top end of the professional market instead of
 being buried.

 Sorry to be a pest but this is an extreme situation for many.

 thanks a lot though for your the dialog without corporate BS, I really
 appreciate that Luc-Eric

 Jordi Bares
 jordiba...@gmail.com

 On 8 Mar 2014, at 15:08, Luc-Eric Rousseau luceri...@gmail.com wrote:

  On Sat, Mar 8, 2014 at 8:55 AM, Jordi Bares jordiba...@gmail.com
 wrote:
  Nobody said its perfect, I am fully aware Softimage needs some truly
 major work done to keep it well into the 21st century, like Max and Maya
 and every other app, agreed.
 
  Regarding the number, you know we users are in the dark, everybody
 avoids answering that but from what I heard (and may be wrong) the
 development team never has been big, it is a different thing all the
 support, QA, documentation, etc... that is the bulk of the company.
 
  Regarding the point I was trying to make, are you saying the cost of
 development of Softimage was costlier than the PR, advertising, support,
 documentation, etc..?
 
  Its very sad LucEric... very very sad.
 
  It's terribly sad indeed.  Many of us worked many years 6 and 7 days a
  week on this thing.  We poured our hearts into it.
 
  If you agree that there is still tons of work needed to do  - millions
  of RD, imho, plus a lot of risks of failure - to make that app modern
  in 5 years, then it doesn't matter if a few people can keep that app
  going in the short term, it's the longer term that's the problem.
 
  One shouldn't be asking marketing and the resellers sell a 3500$ app,
  plus 850$-1100$ a year in sub, if they  don't have a 5 year plan and
  don't plan to have the investment to back it up.  You cannot have
  schools continue to teach this app as if it's an equally safe choice
  for the future.  So you shouldn't be inviting new clients only to have
  them end up in forum reading about dissatisfaction,  lack of
  development, fear of the future.  So Autodesk announced last week that
  their plans and investments are on Maya and Max. It's terrible news
  for Softimage, but at least the cards are on the table and people have
  time to adapt.
 





Re: Good point well put

2014-03-08 Thread Jason S
Apart that most of all of the missing features mentionned (see below) 
have been requested for Maya, basically since they were introduced in XSI..


.. the efforts to reproduce *some* aspects of SI have either been faint 
reproductions (for the larger part)

or (to be fair) sometimes reaching more or less the same level.

Animation Mixer ; (not bad)
RenderLayers (Passes)  ; (iirgh)
NodeEditor (not bad.. while still necessary to go back  forth with 
(quite bad) Hypershade  connection editor ),

Nex, (TweakTool)  (not bad.. with many selection issues)
Shape System ; (iirgh)
Attribute Transfer (Gator) ; (iirgh)
OperatorStack ; (iirgh)
Proxies (Referencing); (iirgh)
( many others..)

Perhaps BiFrost will be part of the least bad reproductions..  or 
perhaps not.. who knows..


..but fact remains that ... it only keeps trying to reproduce..
  most of all.. the most crucial aspects are things  that can't really 
be bullet-pointed,
to which you can *clearly feel* when you consistently/repeatedly go 
hey! that worked! done!

(doing it in SI after struggling to solve those very things in other apps)

this while despite Maya having definite advantages on some levels 
(object count/poly count),
.. **crunching trough regular everyday tasks is more or less /1.5 to 2x 
times faster /**

all due to those nebulous software subtleties.

And *that* is what is *highly unlikely* to change until Maya would 
basically be re-invented

(moving away from it's 1995 code base.)

So even *if* a few (at best) of the following points were somehow 
implemented,
there would still be the (most important) je ne sait quoi missing, 
which allows for *rapid production*,
and the VERY HIGH likelihood of having elaborate setups/processes work, 
without loads of custom stuff, great resource/time intensive 
interventions or splintering headaches.


__
Jeremie Passerin
- Gator
- ICE : Especially to create custom deformers
- Proper weights painting tools
- Weights Editor !
- The Operator Stack, reorder, delete operator...
- Being able to change modeling whith Envelope, Shapes already applied 
to the mesh

- Blend shape workflow
__
Emilio Hernandez
   1. A new and coherent interface.
   2. The same selection object component behavior.
   3. That if you select an item it will stay selected until you 
deselected.

   4. An M tool
   5. The same shape system of Softimage.
   6. Stacks
   7. Ability to have the same Softimage keyboard shortcuts layout.
   8. Hide all the connections in the Channels/Layers Editor
   9. Redisgn the graph editor behavior.
  10. Ability to lock the propoerties of the object you are editing no 
matter what other object you selected.

  11. Active mouse over window
  12. Render region
  13. Pass phylosofphy as the one in Softimage
  14. If you make a connection, ability to write expressions there 
instead of build an intrincated node laberynth.

  15. Object to have only one node, not the object and shape node.
  16. Ability to use any object to envelope
  17. Implicit objects
  18. Operators

Ability to change the same parameters in a multi selection objects
Independency of child parameters from parent objects.  LIke for example 
if you want to hide the parent and leave the child visible, and not 
spread all of this throught the hierarchy.


__
Adam Sale;
-Proper branch node tree selection
-Massive update to painting tools for weighting
-Updated shape management system
-Renderpasses that arent flaky
-Tweak tool workflow
-Render regions
-Update to uvs
-Nla op stack
-ICE
___
Eric Turman

*Workgroups (Maya's  plugin manager..ugh what a mess)
*GATOR (I've had Maya users nearly go into a seizure of disbelief when 
I've shown them GATOR in the past)
*Stacks: Model, Shape, Animate, Secondary shape etc (so useful to be 
able to partition operations for freezing etc.)
*non-destructive adaption of modeling work through shapes weights etc. 
(when a client wans a changeman this has been a lifesaver in Soft 
all these years)
*non-layer approach to dealing with hierarchical inheritance of 
visibility etc (hide parent in Maya, the whole branch get hidden...wait, 
whut? dumb dumb dumb dumb dumb...yes I know layers...not clean when 
temporarily hiding things while working)
*Delta referencing with internal and external aspects (the ability to 
spit aspects of internal and external referencing is amazingly powerful)
*Constraint Comp (Maya, why you hide your offset after initial 
constraint?!?!)
*Neutral pose (I know that I'm going to get some flak for this one and 
that buffer nulls...erm locators...work but Neutral pose when used 
correctly is wonderful)
*Proxy Parameters (so nice for the animators not to have to hunt and 
peck like on Maya rigs)

*Pass  partition (instead of the ridiculous render layers)

I know that I'm missing a bunch, but that's a quick fire off the top 
of my head. I am not looking forward to using it again. I spent 5 years 
trying to 

Re: Re[2]: Good point well put

2014-03-08 Thread Luc-Eric Rousseau
On Sat, Mar 8, 2014 at 12:05 PM, Eugen Sares sof...@mail.sprit.org wrote:
 One cardinal mistake back then was keeping so many aspects of the
 development in house. Once a critical mass was reached, the burden became
 too big.
 An open SDK concept would have been needed - platform like. Unlocking as
 many doors as possible, let 3rd parties do the extensions.

 A question, Luc-Eric (no sarcasm, just interest!):
 Why was there even any abstraction layer (the SDK) introduced in the first
 place? Why not allow 3rd parties to hook in 'first-class'?

In my personal opinion, we just didn't have the right people, and
nobody was thinking in those terms.  The SDK was tacked-on and limited
in Softimage|3D as well (devkit, then saaphire, then GDK).  We added
scripting in the design of XSI only in 1998, after Maya was released.
Even if we remove Maya from the picture, in 1997 it was already clear
that 3dsmax had a winner with its SDK-oriented design and third party
support.

We had the right people when it came to keying, animation mixing,
rendering, general workflows.

In the team's defense, though, developing Twister and then killing
that off made everyone waste a lot of time they might have used for
other things.  There seemed to have been the magical belief that using
the microsoft APIs would give some extensibility for free.


Re[4]: Good point well put

2014-03-08 Thread Eugen Sares

Thanks for the insight!
Unlucky... well, those were other days...

For scripting, I somewhat understand the 'tacking-on', but why layering 
the C++ API, too (after it became clear that it was needed), since XSI 
was C++ anyway? As we know, it's still unfinished until this day in many 
areas.
Was this for reasons of scaling down complexity for 3rd parties, or to 
protect intellectual property (not having to disclose too many parts of 
the source code)?




-- Originalnachricht --
Von: Luc-Eric Rousseau luceri...@gmail.com
An: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Gesendet: 08.03.2014 19:25:36
Betreff: Re: Re[2]: Good point well put

On Sat, Mar 8, 2014 at 12:05 PM, Eugen Sares sof...@mail.sprit.org 
wrote:

 One cardinal mistake back then was keeping so many aspects of the
 development in house. Once a critical mass was reached, the burden 
became

 too big.
 An open SDK concept would have been needed - platform like. Unlocking 
as

 many doors as possible, let 3rd parties do the extensions.

 A question, Luc-Eric (no sarcasm, just interest!):
 Why was there even any abstraction layer (the SDK) introduced in the 
first

 place? Why not allow 3rd parties to hook in 'first-class'?


In my personal opinion, we just didn't have the right people, and
nobody was thinking in those terms. The SDK was tacked-on and limited
in Softimage|3D as well (devkit, then saaphire, then GDK). We added
scripting in the design of XSI only in 1998, after Maya was released.
Even if we remove Maya from the picture, in 1997 it was already clear
that 3dsmax had a winner with its SDK-oriented design and third party
support.

We had the right people when it came to keying, animation mixing,
rendering, general workflows.

In the team's defense, though, developing Twister and then killing
that off made everyone waste a lot of time they might have used for
other things. There seemed to have been the magical belief that using
the microsoft APIs would give some extensibility for free.



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Re: Good point well put

2014-03-08 Thread Jordi Bares
Clearly there were some design flaws and whatever happened that caused the huge 
delay (microsoft COM ??? or the whole Twister issue) you arrived late to the 
party with a half baked cake.

You should be super proud of what you achieved, amongst others XSI has been 
pivotal in the construction of companies like The Mill 3D department and the 
torrent of awards on the 10 year period has been a clear testimony of both 
talent and toolset, I can tell you that.

thanks for the insight.

Jordi Bares
jordiba...@gmail.com

On 8 Mar 2014, at 18:25, Luc-Eric Rousseau luceri...@gmail.com wrote:

 On Sat, Mar 8, 2014 at 12:05 PM, Eugen Sares sof...@mail.sprit.org wrote:
 One cardinal mistake back then was keeping so many aspects of the
 development in house. Once a critical mass was reached, the burden became
 too big.
 An open SDK concept would have been needed - platform like. Unlocking as
 many doors as possible, let 3rd parties do the extensions.
 
 A question, Luc-Eric (no sarcasm, just interest!):
 Why was there even any abstraction layer (the SDK) introduced in the first
 place? Why not allow 3rd parties to hook in 'first-class'?
 
 In my personal opinion, we just didn't have the right people, and
 nobody was thinking in those terms.  The SDK was tacked-on and limited
 in Softimage|3D as well (devkit, then saaphire, then GDK).  We added
 scripting in the design of XSI only in 1998, after Maya was released.
 Even if we remove Maya from the picture, in 1997 it was already clear
 that 3dsmax had a winner with its SDK-oriented design and third party
 support.
 
 We had the right people when it came to keying, animation mixing,
 rendering, general workflows.
 
 In the team's defense, though, developing Twister and then killing
 that off made everyone waste a lot of time they might have used for
 other things.  There seemed to have been the magical belief that using
 the microsoft APIs would give some extensibility for free.