A yes, like the way you striped greese pencil out of Maya LT despite it
having been a free external plug-in for years.


On 18 March 2014 21:54, Maurice Patel <[email protected]> wrote:

> 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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