Chris?

I am still waiting. I know Carl must be busy, but...

Perhaps with the massive PR issues, especially over the last two days, some
sort of update to when/if Carl will be responding might be in order?

Thank you,

Perry




On Sun, Mar 16, 2014 at 1:24 PM, Chris Vienneau <[email protected]
> wrote:

> Just to let everyone know Carl got the letter and is asking questions and
> will write back when he gets into the office on Monday.
>
>
>
> cv/
>
> ________________________________
> From: [email protected] [
> [email protected]] on behalf of Leoung O'Young [
> [email protected]]
> Sent: Saturday, March 15, 2014 5:13 PM
> To: [email protected]
> Subject: Re: Open Letter to Carl Bass
>
> 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
>
>
>
>
>
>
>
>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com <http://www.theafterimage.com/>

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