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 <[email protected]>wrote:

> On Sat, Mar 8, 2014 at 6:43 AM, Jordi Bares <[email protected]> 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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