Thanks for taking the time out to write this.
Leoung

On 15/03/2014 5:08 PM, Arvid Björn wrote:
Powerful stuff Perry. If there's one thing this debacle has proved, it's that this community is really is as strong and passionate as I've always perceived it to be.


On Sat, Mar 15, 2014 at 4:13 PM, Perry Harovas <[email protected] <mailto:[email protected]>> wrote:

    Dear Mr. Bass

    My name is Perry Harovas.

    You don't know me, but I am a 10 year Softimage user.
    10 years is actually a small amount of time when compared to my
    peers who having  been using Softimage for up to 20 years.

    I am writing to you because I cannot be silent on this.

    I have been in this business for 25 years. I started out using
    Lightwave in Video Toaster V1 on an Amiga computer.
    I then moved on to Alias PowerAnimator and took the new abilities
    of that software (over Lightwave) into
    feature films out of a small studio in (of all places) Newark, NJ.

    I was an Alpha tester of Maya, before it was even announced publicly.
    I put up with no docs, breaking code, a renderer that was written
    only months earlier and barely worked, changing workflows, etc.
    I learned everything I could about the software, and eventually
    co-authored the first book about Maya, "Mastering Maya Complete 2".

    I was the loudest, most exuberant fan of Maya on the face of the
    planet. I couldn't get enough. I worked myself into bouts of
    sleeplessness
    in an effort to know more about this seemingly magical application
    that would allow me to create anything I could dream of.

    Except, in reality, the word 'dream' is appropriate, because as I
    took on larger projects and tried to do more work with it, I found
    one of the largest obstacles
    with Maya was (and is) that it needs a support team behind it to
    code tools into either working together, or sometimes, working at all.

    A good example of this is when I was directing two 30 minute CG
    children's shows with me and my small crew of 4 other people.
    We had 6 months to create 60 minutes of animation, including
    building the characters, rigging them, animating them, texturing,
    lighting, etc.
    An insane task given the budget, crew size and amount of
    animation. But we plunged head on into doing it.

    Then, after many, many minutes of animation had been done, we
    found that our characters were coming
    into our scenes with no animation except their mouth lip sync.
    Where had all the animation we did gone?

    Our one technical guy on staff looked into it and happened to find
    that the animation curves were still there,
    but had detached themselves from the character rig (his skeleton,
    if you will).
    Fortunately, he was able to code up a way to automatically
    reconnect the animation curves to the rig, saving months of work.

    We then realized we were not going to be the only people to have
    this issue. We spoke with Support, and they acknowledged this was
    a known issue.
    We even offered to give them our script to help others who were
    having similar issues. They refused to let us help.
    We then started experiencing render problems, referencing issues,
    and a list of other things
    so long that I can't remember it now.

    Needless to say, it was frustrating, it prevented the quality from
    being consistent, and endangered our whole company.

    We soldiered on, finishing the two shows on schedule, barely, and
    vowing to NEVER use Maya again.
    We eventually decided on Softimage|XSI. Sure it was rough
    re-learning a new application, but it was rewarding in that it
    worked, didn't fail us,
    and didn't need a dedicated team to produce work that was better
    than what we could produce in Maya. This was astonishing to me!
    Thoughts of "Why did we not do this earlier?" ran through my head.
    The power in one application seemed to be nearly limitless.

    Limitless, that is, until I started Alpha testing Moondust, which
    eventually became ICE.
    This was an area I knew nothing about, coding, and suddenly I was
    doing things that I could not believe.
    I created a way to have fur just appear on the silhouette of my
    cartoon dog, in literally 20 minutes of "fiddling around" with ICE.

    Even with the lack of documentation at that point, with the alpha,
    and then beta, status of the software, it was the most powerful
    tool I had ever used.

    Bar none. No doubt, No hyperbole.

    I could not believe what I could now do, just ME, not a team of
    people. Imagine what a team of people could do?
    Well, there is no need to imagine, we have many examples to point
    to from just the last few years:

    -'The Lego Movie'
    -The Mill's '98% Human' ad
    -The Embassy's 'Science Project' commercial
    -'Iron Man'
    -'Pacific Rim'
    -'Now You See Me'
    -Subaru 'Car Parts' ad

    These are just off the top of my head.

    This software, the one your company just retired (also known as
    EOL, or End Of Life) is Softimage.
    You remember Softimage, don't you? You bought it from Avid in
    2008. I wouldn't blame you for not remembering,
    it never showed up on your home page, it was barely promoted, and
    it was something that you had to hunt for in Siggraph demos.

    Softimage, the software that gave rise to dinosaurs in 'Jurassic
    Park' (in a previous, less powerful, incarnation of the software).
    Softimage, the software that gave the world 'Terminator 2'',
    'Death Becomes Her', 'Babe, 'Casper', 'Jumanji', 'Mars Attacks'
    and just too many others to list.
    Softimage, the software that invented Inverse Kinematics.
    Softimage, the software that Animal Logic used to create the
    number one movie in America at the time Autodesk made this
    announcement.

    Of course, I could go on. But I am sure you get the point.

    This is the software that your company just killed.
    That really is the only word for it, KILLED.
    Killed, because it is now seen by many as obsolete even though, as
    you hopefully know, it is the newest of the 3 DCC apps your
    company owns and far from obsolete.
    It is now perceived that way because of this action.

    I have been in visual effects and animation production my entire
    career, and a few years ago I also started teaching.
    In 2007, I moved myself and my family from the East Coast of the
    USA to Illinois.
    While there, I helped start a new college in Chicago called
    'Flashpoint, The Academy of Digital Arts and Sciences',
    which was renamed to 'Tribeca | Flashpoint Academy' when Robert De
    Niro's Tribeca,
    purchased 50% of the school. I was the Chair of the Visual Effects
    and Animation Department.
    I wrote the entire curriculum in my department. The software world
    was 100% open to me, I could use anything I felt would be appropriate.

    I chose to use Softimage, not Maya, as the main application to
    teach the students.
    I took on what I called an agnostic approach to teaching 3D
    software, in that students would learn the best tool for the job,
    and hopefully not be as software biased as my generation was/is.
    The reason for this, as I told them, was because you never know when
    your software will just vanish, the company will kill it, or go
    out of business.

    Wow, I wish I wasn't right about that one...

    Knowing how to use many applications, how to be aware of what was
    going on behind the
    curtain of the software, was (and is) far more important and
    helped prevent being unable to work due to not
    having skills in one application, especially if that application
    was discontinued.

    Well, now because of the actions that your company took on March
    4, 2014, that has happened, and I am in exactly that position.
    I can continue to use Softimage for a couple of years, but as you
    no doubt understand,
    the stigma associated with using EOL Software (never mind teaching
    it) is too great to bear.
    The driver support would quickly become a problem, the renderer
    support would be an major issue, and before too long,
    it will become  impossible to use Softimage in production.

    So your company has now given me, all of us Softimage users, a
    choice. We can use 3DS Max or we can use Maya.
    Well, I chose not to learn 3DS Max as it relied too heavily on
    plugins, and Maya, well, you now know how that played itself out
    for me...

    I will make a choice, but it will be to not use Autodesk products
    anymore.
    I am choosing to learn an entirely new 3D DCC application, and I
    can assure you it will not be an Autodesk product.
    I could easily go back to using Maya, especially with my history
    with the software. I choose not to.

    See? A choice.

    Even if I thought Maya was a great base of code on which to build
    the future DCC application that will rule the world (and I
    certainly do not),
    I wouldn't use Maya based upon principal alone. Maya is not a
    great base to build upon, because as you are well aware, it is
    more than 17 years old and
    wasn't written when multi-core processors were even a dream in the
    labs of chip makers. It is really like tearing down the 5 story
    building, in favor of making
    a 10 story building on the foundation of a 17 year old house that
    has been patched together with one new idea after another. The
    foundation is showing its age,
    the wood is starting to rot, and yet the plan is to build on top
    of this base. That is what I believe you are doing with your
    company's plans to build upon Maya.

    A company that does this to their loyal customers, in my opinion,
    is a company that does not have the best interests of those
    customers at heart.
    A company that does, what your company did in less than 6 years
    (killing a product) is a company that should not have made the
    purchase of
    that product in the first place.

    Was it not obvious, when Autodesk evaluated the purchase of
    Softimage, that having three DCC apps was not a good financial
    decision?
    Was it not obvious that this fairly small market segment could not
    sustain development on these three apps?

    If it wasn't obvious, then perhaps there is more wrong with
    Autodesk than anyone realized.
    Unless, there was another reason to buy Softimage, but that would
    be pure speculation...

    So, what now?

    I now teach at another well respected institution, and continue to
    work in the industry very actively.
    Will I still teach Maya? Yes. It is part of the curriculum, and
    will help these students get jobs in the industry.

    However, I will be teaching another product as well, again, to
    prevent what has happened to me and my peers from happening
    to these students that are just starting out on this career path.

    Mr. Bass, I have seen interviews with you. I believe you are a
    kind person. You certainly seem to be in love with this business.
    I hate the decisions that your company made, that you approved,
    but I don't personally hold any hatred for you.

    I just wanted you to know that there are many, many artists out
    there that just want to continue to use the application that we
    chose to use.
    We had a choice, and Softimage was what we chose to use. Taking
    away that option, your company has now asked us to chose software
    that we could have chosen before, and did not.  This isn't a
    choice, this is a hijacking.

    I cannot speak for others, but, as you may now know, the overall
    sentiment of Softimage users is to chose NOT to use Autodesk
    products anymore.
    I can only believe this wasn't what Autodesk, or you, wanted. We
    are a very passionate bunch, who now are passionately opposed to
    using Autodesk
    products. Again, I can't speak for all of us, but the forums on
    your competitions' websites are filled with users looking to switch.

    The most asked question on these forums seems to be something
    like: "How do I do this thing I used to do in Softimage, in your app?"

    That should tell you something Mr Bass. The users of Softimage
    just want to keep using Softimage, its workflow, its amazing
    tools, and not be burdened by the archaic workflow
    of your other two DCC apps. They want to do amazing work. They
    want to be able to feed their families and to keep their employees.

    They are so hungry for this, they are looking for this workflow in
    the welcoming arms of your competitors.
    The amount of money this may end up costing Autodesk in the not
    too distant future will most likely dwarf the amount of money it
    would have taken to just keep Softimage going.

    I didn't go to business school, but even I can see this isn't a
    great way to run a business.

    So, after this long email (that I actually edited believe it or
    not). where do I stand?

    Well, I want to ask you to reconsider your company's decision.
    This cannot be an easy matter, and I am sure I don't know all the
    legal and financial problems this may create.
    But in a naive, passionate, and yes, tearful, way, I want to ask you:

    Please bring back Softimage.

    Please keep this software we all love going.
    Please just keep it alive in the most basic way.
    Keep fixing bugs, keep updating the support for graphics drivers,
    keep updating the SDK to allow the large
    community of developers to continue to enhance it.

    Please do this for us, the people who put their faith, their
    financial dependence, in the software
    that your company owns.

    Thank you for your time.

    Sincerely,

    Perry Harovas








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