Hi Nicolas
Maya LT is meant to be a low cost alternative for low-budget indie game 
developers. Maya and 3ds Max are still meant to be the solutions for Games 
overall - whether for AAA or for mobile devices.
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134

From: [email protected] 
[mailto:[email protected]] On Behalf Of Nicolas Esposito
Sent: Tuesday, March 18, 2014 5:43 PM
To: [email protected]; [email protected]
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

Based on what I'm seeing they're leaning more towards game industries ( for 3DS 
) and pushing Maya to be the replacement for Soft with Bifrost, and the 
features for both 3ds and Maya are quite good easy to achieve ( already made 
plugins instead of coding ), which for me is a good thing.
I feel like they want Maya and 3DS to be a tool where you can preview in 
realtime all the assets that you'r going to import into your game engine, hence 
the ShaderFx, Maya viewport with multiple features, and so on...

What I'm wondering is if they're building some kind of engine ala Houdini which 
allows to get basically the same preview/setup from Maya/3DS to Unity/UDK, that 
would be really great...

Strange thing also is that this release of 3DS has lots of gaming features that 
Maya have...I don't get it, didn't they want to push MayaLT for gaming? this is 
so confusing!

2014-03-18 22:22 GMT+01:00 Alen <[email protected]<mailto:[email protected]>>:
mud is more oriented to maya as i see (couple, pardon 3, of new thing oriented 
to maya only)...cool thing is organizing the layers...but that is it..yes rest 
is extension things...pfff


On 18.3.2014. 22:13, Octavian Ureche wrote:
Have no idea...i was being ironical...

BTW. looking over at the mudbox 2015 features, i have to say, those are the 
exact same features that existed in the 2014 extension. So my question is, what 
exactly is new in this point release, apart from nothing?
Oh wait...it's just autodesk.

On Tue, Mar 18, 2014 at 11:02 PM, Ognjen Vukovic 
<[email protected]<mailto:[email protected]>> wrote:
Does it have hidden line removal mode and texture decal?

On Tue, Mar 18, 2014 at 9:06 PM, Octavian Ureche 
<[email protected]<mailto:[email protected]>> wrote:
Except viewport 2.0. I'll admit...that's pretty good.
So at least they got the viewport right....yay!

On Tue, Mar 18, 2014 at 10:04 PM, Octavian Ureche 
<[email protected]<mailto:[email protected]>> wrote:
Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...

Allow me to add NEX (aka the maya modeling toolkit) to that list....aquired 3rd 
party plugin

All that autodesk ever does, is aquire tech and then slap it on top of their 
software.
Right now, maya feels like a bloated piece of junk, exactly because of that. 
The experience is one of constant confusion,
running around feeling like things do not belong there, always struggling to do 
stuff, going about like your going from one country to another.
Softimage was always consistent in its user experience, and that made it a 
pleasure to work with. Maya right now is extremely inconsistent because most of 
its "new tech"
are in fact solutions developed by 3rd parties. It's an incredibly inconsistent 
and frustrating experience. Maybe they will get it right, someday.
The problem is, they never got it right in the past, and they didn't get it 
right today...which is what matters to us.
Right now it feels like a mess. Plus my brain just hurts at the amount of 
overlapping tech going on inside maya right now.
Even bifrost vs Nfluids. What the heck is that. Make up your mind.
I'm also curious, does bifrost talk to ncloth or nhair, does it talk to bullet 
or physx, does ncloth talk to bullet or xgen, does xgen talk to bifrost?
Remember those discussions years ago about unifying maya's dynamics when 
nucleus came out at version 8.5. That was apparently going somewhere, at snail 
pace, but hey at least it felt like it was moving until ...hey, what is this 
new stuff called naiad... let's just snatch that and do something with it. Oh 
wait, what do we do with nucleus. Uhmm, well, let's just keep it around and see 
what happens. Bullet...hey, it's free, let's just integrate that as well. 
Physx, oh wait, we've "integrated" that some time ago...we've bragged about it 
for a while...let's just keep that in there as well.
So now, you tell me, you have 4 simulation frameworks inside maya, that do not 
send data back and forth between them?
Correct me if i am wrong...because i so wish i was wrong...



On Tue, Mar 18, 2014 at 9:32 PM, Maurice Patel 
<[email protected]<mailto:[email protected]>> wrote:
Very high. Productization occurs when we gauge that there is very little risk.
maurice

Maurice Patel
Autodesk : Tél:  514 954-7134<tel:514%20954-7134>
From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Eugen Sares
Sent: Tuesday, March 18, 2014 3:24 PM
To: [email protected]<mailto:[email protected]>
Subject: Re[2]: [OT] Autodesk announces 2015 3D product updates.

How high then to you estimate the risk of Bifröst succeeding - meaning becoming 
a widely accepted, fully capable ICE equivalent?
And how long do you believe it will take?



------ Originalnachricht ------
Von: "Maurice Patel" 
<[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>>
An: "[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>>
Gesendet: 18.03.2014 20:20:00
Betreff: RE: [OT] Autodesk announces 2015 3D product updates.

I want to be clear - my meaning was that innovation involves risk and we want 
to take that risk for certain projects. We do  NOT accept 99% failure. If uou 
have a chance of 1 in 100 of succeeding on project X that does not mean you 
should not try it. But it also does not mean you should bet everything on it. 
This is true of any company small or large. The further out there you want to 
be, the greater the risk.
Maurice

Maurice Patel
Autodesk : Tél:  514 954-7134<tel:514%20954-7134>
From: 
[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>
 
[mailto:softimage-bounces@listproc.<mailto:softimage-bounces@listproc.>.autodesk.com<http://autodesk.com><mailto:[email protected]<mailto:[email protected]>>]
 On Behalf Of Greg Punchatz
Sent: Tuesday, March 18, 2014 3:13 PM
To: 
[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>
Subject: Re: [OT] Autodesk announces 2015 3D product updates.

And shader effects are 3rd party I believe...and it only works for the view 
port... sigh

Same with the modeling tools...just upgraded what they bought....

Here is the problem

The folks in charge don't know that they have a problem... They accept a 99 
percent failure rate as reasonable...smaller dev companies cant afford to fail 
nearly that much.

I will say I am looking forward to that viewport...

and geodeskic binding is uber cool. I wonder how long it will take some ICE wiz 
to make some of that for us :)
On Tue, Mar 18, 2014 at 1:59 PM, Alan Fregtman 
<[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>>
 wrote:
The Maya release feels like a list of plugins to me:

Bifrost... former 3rd-party sw (Naiiad), acquired...
XGen... 3rd-party Disney plugin, licensed...
Bullet Physics... free 3rd-party library...
OpenSubDiv... free 3rd-party library...

The only thing I see that's kind of cool is the geodesic voxel binding skin 
algorithm, but I'd expect that kind of thing in a service pack / point release.

On Tue, Mar 18, 2014 at 1:32 PM, Ben Rogall 
<[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>>
 wrote:
http://area.autodesk.com/march18



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--
        Octavian Ureche
 +40 732 774 313<tel:%2B40%20732%20774%20313> (GMT+2)
 Animation & Visual Effects
          www.okto.ro<http://www.okto.ro>



--
        Octavian Ureche
 +40 732 774 313<tel:%2B40%20732%20774%20313> (GMT+2)
 Animation & Visual Effects
          www.okto.ro<http://www.okto.ro>




--
        Octavian Ureche
 +40 732 774 313<tel:%2B40%20732%20774%20313> (GMT+2)
 Animation & Visual Effects
          www.okto.ro<http://www.okto.ro>


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