Hahahaha...... this is all I can say to you!Good luck with the
inovation!Autodesk,  it sounds that the future is bright for you as well.
On 15 Mar 2014 13:37, "Chris Vienneau" <[email protected]> wrote:

> 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
> email: [email protected]<mailto:[email protected]>
>

Reply via email to