Replying Inline as well. :)

A few questions:
1. How do you respond to the people who have been long time die hard Softimage 
users who have also been exposed to other DCC's, maya specifically, who have 
little to no faith in AD being innovative or responsive to their user base as 
history has shown. I can give you a specific example. Skin painting. How many 
years has it been that it has been in its current form, and your user base 
asking for it's interaction model and tool set cleaned up and extended. Yet 
here we are just prior to the 2015 release and it's gotten no attention. It's 
been years people have been asking for this. Yet nothing from AD. Same with the 
blend shape tools. No attention. Take a look at the various threads on this 
list and 3D Pro where Maya veterans say that the use of 3rd Party tools is a 
must! We need a developer that actually listens and turns around results 
quickly. Not taking 5+ years to not even address it.

- As we have been saying the last few weeks the main drive for the last few 
years was to modernize Maya's core so that we could start to modernize the 
workflows on top of it. Having a good workflow for fluids or particles and not 
be able to generate the quality and scale required to generate the fx that are 
the norm was not acceptable. The first two areas we focused on was FX and 
modeling and yes we started with the NEX toolkit but we have kept the 
developers that built the plugin on to integrate all the technology correctly 
into Maya. I think if you look at the work done in uv editing, retopology, base 
modeling operations, and workflow the work is detailed and broad/ We are 
looking at making big progress in animation and lighting/rendering very 
shortly. Maya LT is releasing every three months and we are looking at building 
back up the pace with Maya.

Thanks. As per the NEX devs, is it intended only to keep them on until integration is done or are you guys thinking that their strategies can be useful in the future and plan to have them work on other areas? In the same vain as the core modernization, will there be other things that may come up that prevent you from working on the various tool sets much like the core modernization has?


3. So the first release of a tool built with your node graph will be released 
in Bifrost. How long do we have to wait until the node graph is accessible? 
(Granted I know you can't tell us, it just has to be asked). It's known that 
with Maya releases and new features that the first version is never production 
ready. You could say that for most new features in all software, but when we 
think about it, if we hypothetically say the node graph is another year off, 
that first release won't be usable and so that puts us to the next year's 
release, 2017. At that time most studios will need to have had to transitioned 
off of Softimage and onto another platform, such as Maya. So at that point we 
have more or less zero time to get acquainted with the new system and integrate 
it into the pipeline and build tools around it. That's all with the wishful 
thinking everything goes to plan.

-You know I can't tell you that but since you have seen the graph with your own 
eyes you at least know it is there. Anyone under NDA can get all of the 
information here.

I know you can't tell me, but do you see where there are valid concerns? We could still be 2 years away right now from being able to use and integrate that new toolset into our pipeline. The whole initial plan was to have everyone transitioning off of Softimage within the next 2 years, then AD backpedaled on that. What would have happened if you guys stuck to your original plan? There would have been a huge gap left.


4. Let's not kid ourselves. AD is a company who for the majority of their major 
new features lately, acquires technology and integrates it. NEX is the most 
recent to come to mind. In a larger scale sort of way that is exactly what you 
did with Softimage. Bought it for the devs and are now trying to integrate the 
technology. How is this supposed to bring confidence to users who need to use 
Maya? It's just a bunch of plug-ins that were bought and slapped together. 
There doesn't seem to be a unified workflow thought out of how these all need 
to play together and thus gives you a very fragmented workflow. Not to mention, 
what happens when there is a year where you don't acquire a software? Does Maya 
not get a new feature that release?

Isn't your pipeline a collection of applications glued together with a unified 
workflow or intent? We are clear that Maya needs a UI/workflow overhaul to 
bring coherency to many of the workflows and there are tools in Softimage like 
Gator which show the power of such an approach. In this release we had several 
features that were developed in house like Geodesic Voxel Binding and the whole 
viewport effort was built on technology entirely developed by Autodesk. So Eric 
by that logic are you saying that putting effort into Ptex support, UV tiling, 
Alembic, Open EXR 2.0, python, etc... are not good things?

Yes it is, even more reason why I don't need one of those application's glued together within itself. Pipelines are complex enough let alone having to fight within one application to have it do what I want and work productively at a good pace. There is a difference in integrating Open Source projects than just buying tech, integrating it, and letting it rot. The OpenSource projects continue to get dev from outside of AD and evolve.

5. Lastly, who are these other key people who remained at AD that worked on 
ICE? It may give us reassurance to know what good hands we've been left in. 
(Not really expecting an answer here because it'd be dangerous for AD to list 
their employees, but it's more the point that we don't know who these other key 
people are and thus, have no reason to be confident in them.)

-I will ask those employees if they want to have their names listed but I can 
understand if they don't want to do so. ICE was derived from a very novel 
programming methodology that had fallen out of favor and which is why Fabric 
can start up with no harm of IP infringement on ICE.  I have many names over 
the years mentioned as key contributors of ICE and wanted to make sure that the 
fact that many people who worked at Soft still work at Autodesk and that key 
people from the ICE team work at Autodesk and on Bifrost was understood as well.

Not sure why Fabric is getting dragged into this... again. But what novel programming methodology are you speaking of? Surely not node based programming.

In the end, all I'm trying to illustrate here is why the vast majority of Softimage users have little confidence in AD. If you want to move forward and convince us you really need to be honest about the history and put a tremendous effort into changing the way things have been done at AD in the past on all fronts. Not just updating bits and pieces and hitting bullet points.

Personally, if Maya didn't have the market share and be the only product on the market that had the amount of decent rigging and animation tools it currently has, I would be jumping off the AD ship ASAP. I don't like the way AD works overall. However, since you have the market cornered in these respects, I have no other option. If the AD mentality doesn't make a big shift, and another solution comes along, you're going to find yourselves with a lot of people jumping ship. I wouldn't take it for granted.

Eric T.


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