I just want to give a bit of context on innovation at Autodesk because I know 
it is not always easy to understand how the organization works and it would not 
be fair on the talented and very hardworking engineers (that spend their days 
(and sometimes nights) trying to innovate and improve their products) if I did 
not try.

While it is fair to feel frustration with the business decisions of Autodesk, I 
do believe that the Maya and 3ds Max engineers are as passionate about what 
they do as the Softimage engineers. They care deeply about innovation and 
making their products better for users. Before I continue I want to stress that 
I do not mean to detract from the fact that Softimage was an innovative product 
- it was. But I want to share my view on innovation in general, in May/3ds Max 
in particular and its challenges in both

In general most attempts at innovation fail because, almost by definition, 
innovation means taking high risks with little or no guarantee of return. Does 
that mean we should stop trying? No, because occasionally you will succeed at 
that success is worth it. One thing that probably cannot be said about Autodesk 
is fear of failure.

We have invested significant resources into building new technologies from the 
ground up: These include Toxik and Skyline and although these projects did not 
pan out exactly as planned we truly believed they were worth the risk. The 
whole database aspect of Toxik was a massive innovation attempt. It is easy to 
look back in hindsight and laugh at these projects, but they all had 
avant-garde ideas underlying them (collaboration and data management in Toxik - 
run-time authoring in Skyline); and they were risks that appeared imminently 
worth taking because we believed they could change the way visual effects and 
games were created for the better.  And then again, we also had some great 
success with innovation in such areas as virtual production, reality capture 
and simulation. And although we bought Naiad, Bifrost is a new and innovative 
technology that simply leverages the expertise of the creators of Naiad. 
Talented people like Marcus and Duncan always have new ideas on how to do 
things better, and they have some great ideas about the future of procedural 
effects technology.

Also, there is nothing wrong with buying production-proven technology and 
making it into a feature or a product. The Foundry have built a great portfolio 
doing just that. But production technology such as XGen while very powerful is 
often deeply tied into a specific pipeline and typically not that user-friendly 
- requiring significant development work to make usable by a broader audience 
of artists. Does that mean we should not invest in doing these kind of things - 
just because it doesn't seem cool? That is not really our criteria. The main 
question is whether the end result will give our users a better product and 
better capabilities.

Plug-in developers (as many here have pointed out) are a very essential part of 
any product's development - they can focus on areas that they are expert in and 
do things we might not think of doing (or have time to do). If they succeed it 
would be cutting of our nose to spite our face not to consider integrating them 
where makes sense for the product. But it is not all we do, it is just part of 
the story.

As has been discussed Maya and 3ds Max are mature products and we are now 
investing resources redesigning key areas of these products. The viewport was 
one such example: building a new high performance interactive viewport was 
always going to be a multi-year effort. And at first people though it was a 
joke - because like most v1s (as some may remember from the first XSI) it did 
not do half of what the old tech did - but what it did do it did 100 times 
better. Now that it has matured this is more obvious but there were a lot of 
skeptics at the time. The industry is going through massive change and we need 
to do more faster. But  we cannot do that across three applications. We have to 
choose the ones that will benefit the greatest number of our users.

None of this alters the fact that Softimage is an innovative product that you 
care passionately about and that is not my point. The point is that we are 
continuing to take the risks we take because we are trying to do the best we 
can to innovate. And will we have failures in the future - probably - but we 
will probably have some great successes too.

maurice

Maurice Patel
Autodesk : Tél:  514 954-7134


What is confusing me is that AD says that they need to continue work on 
inventions, they need devs to focus more on that. But lets be honest here, if 
you look Maya development in last few releases, they did not invent much 
(except Duncan work on nucleus and Viewport 2.0) but they were just buying 
technologies, like Naiad, Nex (modeling toolset), now they added Unfold.... 
Were are those AD inventions at all, Skyline? AFAIK same situation is with 
3dsMax, entire Graphite modeling toolset is some 3dsMax plugin (do not know 
name) they bought. If they started something like Fabric, well I would 
understand that.



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