Hi guys,


Your math is a little off as the number is 600 m in R&D and 1 billion in sales 
and administrative. The administrative covers everything from all the people 
that support the developers to the building and computers. Autodesk spends more 
on R&D than Adobe or Apple. Our CEO Carl Bass uses the products and tells about 
what he doesn't like all the time. Again you can check him making stuff here: 
http://www.popsci.com/article/technology/maker-king . We have a huge research 
group that drives its own agenda (http://www.autodeskresearch.com/) and our 
doing lots of labs/research projects here ( labs.autodesk.com) . Our research 
into multi-touch, reality capture and 3D printing is industry leading and we 
have been involved in projects like molecular maya working with MIT on cancer 
research 
(http://www.wired.co.uk/magazine/archive/2013/10/features/biology-is-the-new-software
 ). Autodesk's executives (check their bio) including Marc Stevens who ran 
softimage and runs the film/tv group are all engineers and this is a technology 
driven company. I know it sucks that no one from Autodesk in M&E has said this 
to this community but I like working for Autodesk and believe that this is a 
good company.



For Maya 2015 we will show off the redesigned from the ground up fluid flip 
method from Dr. Robert Bridson , a new voxel based skinning method that was a 
siggraph paper , continued improvements on the hair and cloth simulation of 
Nucleus from Dr. Jos Stam. Most of the innovation in this industry comes from 
the top studios and the work that comes out of production. The snow in Frozen 
was amazing but a lot of work. 
(http://www.disneyanimation.com/technology/publications) 
If<http://www.disneyanimation.com/technology/publications)%20If> you take the 
innovation that has really driven the industry forward in the last five years 
the origins are all on production. With tech like Alembic, openvdb, Ptex, 
UV-tiling, opensubdiv, open color IO, Open EXR, etc.... there are smart people 
in studios like Sebastian Sylwain (ex-weta), Bill Polson (Pixar), Lincoln 
Wallen (DreamWorks), Rob Bredow (Sony), Dan Candela (Walt Disney animation), 
and Hilmar Koch (ILM) that make great code and open source to the benefit of 
the community. Then there are tons of contributors like Autodesk and the 
Foundry who do things like porting, standards and bug fixing so this all works 
together. Even the applications that are young and fast moving like Mari (weta) 
 and Arnold (Sony) are from production and still take their main direction from 
production just like Maya. All of the applications from Soft with Jurassic to 
Maya with Dinosaurs got their footing with production work. The fact that Toy 
Story was all built on in house hardware and 20 years later you have amazing 
movies like Despicable Me and Lego movie made with mostly off the shelf tools 
is amazing. Go back and look at the tools you think are innovating and see how 
many of their "innovations" are based off Siggraph papers or are inspired by 
tools written in production. I for one have no problem giving credit where 
credit is due and most anything in Maya that is good has come from being built 
in partnership with customers.



This industry is lucky to have organizations like Siggraph and FMX that foster 
and promote innovation and we love that more and more of the base platform is 
community based. We have led the VES effort to standard Linux libraries for all 
the vendors (Foundry, SideFX, Autodesk) and get to work in organizations like 
open GL building out the next gen drivers and MPAA (setting the new ACES 
standard for replacing Cineon) all building up the base upon which the industry 
sits. We get to package up technology like Xgen and bring it to the larger 
market and all vendors get to put in Alembic to share data and open color I/O 
to set color within a facility.



This movement has allowed medium sized companies to do shots that were once 
only possible by a few shops and more importantly this has allowed stories to 
be told in countries that have never before had a voice. There is no one tool 
to rule them all and Max vs Maya vs Soft vs Houdini vs Modo vs Zbrush vs fabric 
does not foster innovation. Raf said it well when he described the Lego as all 
of those tools plus internal tools plus really smart people plus an amazing 
story made what we all enjoyed so much.



First and foremost everyone who works at Autodesk in the M&E division including 
the people who used to work at Soft (there are way more than have left) love 
the film and games industry and the chance to be a part of it. The decision 
with Soft was a hard one but we back it so we can focus on helping the 
ecosystem make better movies and games. Innovation comes from the synergies of 
all these products, platforms, hardware and your talent and putting that on any 
one tool or company does not capture what is still a vibrant passionate 
community. The business model right now sucks and things need to change but 
there is still a bright future ahead and many problems left to solve.



cv/















________________________________
From: [email protected] 
[[email protected]] on behalf of Toonafish 
[[email protected]]
Sent: Saturday, March 15, 2014 7:39 AM
To: [email protected]
Subject: Re: Idea- Just keep Mental Ray and FBX support - Softimage free w/Maya 
or Max or any Suite.

Sales revenue was 2.31 Billion in 2013, and gross income 2.07 Billion.

The "funny" thing is that while I read on the list the reason for shutting SI 
down is that they believe they can focus more on innovation this way.

But AD spent only 600 million of that money on R&D,  and 2.83 Billion on "sales 
and administration".  They spend way more money on selling the idea they are 
innovative, then they spend on actually trying to innovate. And when you 
consider how little innovation they have been able to squeeze out of a budget 
that is still humongous to smaller, much more innovative shops, it's simply 
embarrassing.

http://www.marketwatch.com/investing/stock/adsk/financials#

You can sell customers, or sheep as they are called in some business models, 
heaps of crap as long as you spend enough dough on convincing them it really 
doesn't stink, it's the sweet smell of innovation.

I suspect the peeps that pull the strings at AD really couldn't care less about 
clients or innovation as long as this attitude brings in higher profits. They 
wouldn't smell innovation even if it sat on their face. Softimage with ICE is 
one of the most innovative DCC packages they have on their hands, and even 
though they seem to understand that you need to spend at least some money to 
sell innovation, they couldn't be bothered to lift a single finger to sell SI.

but I'm rambling on..

-Ronald

On 3/15/2014 9:46, Matt Lind wrote:
I'm not throwing the baby out with the bathwater.  What you have to understand 
is Autodesk doesn't want customers running concurrent sessions off a single 
license as in a Maya/Max and a Softimage session running in parallel.  that 
would effectively allow double the users to work while paying only half the 
price.  eg; if a customer has 50 licenses it would allow 50 maya + 50 softimage 
users to run concurrently, but pay for only 50 licenses.  Some studios are 
ethical and wouldn't do something like that, but as someone mentioned just the 
other day, other studios in lesser affluent places might not be so ethical.  
Even if Softimage were included for free, it still consumes some amount of 
resources to ensure it still installs and runs as advertised.

I agree in principle Autodesk should continue Softimage until one of their 
other products can replace the functionality.  If anything, that's the ball 
that was dropped in this whole debacle.  Of all companies on the planet, you'd 
think the one with all the accumulated experience of all the products that went 
through this process in the 1990's would know better and be more prepared than 
anyone else.  But what's done is done.

The problem with the theory of disgruntled users leaving and hurting Autodesk 
is that the Softimage user base isn't large enough to really be missed on 
Autodesk's bottom line.  think about it.  Only 8% of Autodesk's revenue comes 
from media and entertainment.  Of that 8%, about 5% of it is from Softimage 
(0.4% total) - and that might be a generous number.  For every $100 Autodesk 
earns in revenue, 40 cents comes from Softimage.  Take out expenses and you're 
looking at much less.

I don't remember the actual number, but I thought somebody recently reported 
Autodesk earned $392 million last year.  So, let's run that through the 
calculator:

   $392,000,000 USD * 0.004 = $1,568,000 Softimage gross revenue

I don't know what 10 developers in Singapore get paid, so I'll use conservative 
values based on USA rates:

   10 * $100,000 = $1,000,000

subtract expenses from revenue:

   $1,568,000 - $1,000,000 = $568,000

I don't know what marketing of Softimage costs, but I'm willing to bet $568,000 
USD doesn't go very far for a product that needs a lot of attention to survive. 
 Even if tripled, that's still lean.  See the problem?

One item of note that probably hasn't been brought up in discussion yet is that 
Softimage has been included in the Max and Maya suites the past few years, so 
some sales of Max and Maya may actually be Softimage sales in a certain light - 
I know of at least one studio where that is the case.  In that scenario 
Softimage is getting the short end of the stick when it comes to accounting.

I mourn the loss of Softimage as much as anybody having dedicated 21+ years of 
my life to it both as professional user and former owner of a Softimage 
certified training center.  Sometimes life sucks.

Matt




--
Ronald van Vemden
-----------------------------------------------
3D Graphics & Animation
Cyberfish Laboratories | www.cyberfish.nl<http://www.cyberfish.nl>
Toonafish | www.toonafish.nl<http://www.toonafish.nl>
tel. +31(0)20 5289291
fax  +31(0)20 5289292
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