Um. I have always been on the list. (well since 1998 when I joined Soft. :-)

In the absence of information people usually end up drawing their own 
conclusions. One of the downsides of working in a public companies is that you 
can't really talk freely about plans etc. so this is something devs like myself 
generally avoid. Having someone higher up like Chris engage this list gives us 
a little more freedom to open up on the initiatives that have been publically 
announced.

Cheers.
--
Brent

From: [email protected] 
[mailto:[email protected]] On Behalf Of Angus Davidson
Sent: 02 April 2014 12:38
To: [email protected]
Subject: RE: 答复: Re[2]: March 28, 2014

Hi Brent

Just to clear up this is far more about perception then conspiracy. Before you 
guys all joined the list this month we had been in pretty much a vacuum as far 
as information goes.

He does have a very valid point on the marginal update thing though. Autodesk 
has done that a lot over the years.  To give you an example in Softimage they 
touted the camera sequencer as one of the major updates of the previous 
release. An item that

a) was paid for by a specific japanese games company (so not done via 
maintenance)
b) was pretty much useless to anyone else as it couldn't handle motion blur 
directly forcing you to do that in post.

Also company politics was very much in game for softimage as it was incredibly 
difficult to buy it in many countries via resellers. So if people seem upset 
and wary about Autodesk you can now understand why.

Great to have you on the list. Hopefully little things like the centering 
methodology can broaden you understanding of our workflows

Kind regards

Angus

________________________________
From: Brent McPherson [[email protected]]
Sent: 02 April 2014 11:24 AM
To: [email protected]
Subject: RE: 答复: Re[2]: March 28, 2014
Politics!? You obviously never worked in a large company before? ;-)

Do you seriously think that in a competitive market a company can/will sit back 
and drip out features as part of some evil master plan? Success can obviously 
lead to complacency (which is why competition is healthy/important) but a large 
product with a diverse customer base will also find it much harder to satisfy 
all their customers and the hallmark of good product management and leadership 
is knowing what to focus on.

Sorry, just getting tired of all this conspiracy bullshit.
--
Brent

From: [email protected] 
[mailto:[email protected]] On Behalf Of Sebastien Sterling
Sent: 01 April 2014 17:12
To: [email protected]
Subject: Re: 答复: Re[2]: March 28, 2014

AD has always played politics with its upgrades, it's not about giving you the 
most efficient tools today, but releasing them in a slow staggered and 
incomplete fashion, so it takes several release and considerable investment 
before you actually get a functional addition to your workflow. they say it's 
so people have time to adjust to the change which is all so much commendable 
bullshit. Now and again they'll chuck a few sweets out when people get rowdy 
often followed by the statement "You SEE !!! we really do have your best 
interest at heart" or " WE really do listen to you !"
It's what they did for Syflex, Nex and the viewport enhancements in 3ds max to 
name just a few.
and it's what they will do with bifrost, totting up every marginal update as a 
NEW feature. "New Bifrost! now with tear of Menus, Gasp !"
Most of these modeling enhancements such as the shrink wrap are things that 
could have been added years ago, but are only being added in recent releases. i 
refuse to believe that these sort of tools are that difficult to implement.
A lot of this shitty attitude hearkens back to the years of stagnation during 
the three package monopoly.
You might argue that ICE took several release to have the functionality it has 
today...
but then you would have to go watch this:

https://www.youtube.com/watch?v=s0QOtmKNnuY
and realize that ICE offered considerably more in its first incarnation, then 
Bifrost will in even it's third iteration.


On 1 April 2014 12:52, Xiaodong Xu 
<[email protected]<mailto:[email protected]>> wrote:
I’ve been waiting for 15 years just for the late coming shrinkwrap deformer. 
Pitty!

Xiao-dong




发件人: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 代表 Eugen Sares
发送时间: Tuesday, April 01, 2014 7:35 PM
收件人: [email protected]<mailto:[email protected]>
主题: Re[2]: March 28, 2014

Did anything change already with Maya 2015 to the better?

Not that I very much long to use it...
I'm curious, though, if Autodesk can be taken by it's word this time - to 
'humanize Maya', and the pace at which this is happening.

Anyway, it will be most interesting to learn what the most forthcoming option 
will be in the near future.
I hope with Modo 801 and Houdini 14 (or whatever next version) it will become 
clear enough where things are heading to, to make a (part time) transition.



------ Originalnachricht ------
Von: "Sebastien Sterling" 
<[email protected]<mailto:[email protected]>>
An: [email protected]<mailto:[email protected]>
Gesendet: 01.04.2014 12:29:36
Betreff: Re: March 28, 2014

"Maya is the best choice for character creators"
Why ?
What makes it so ?
You can do this in any number of DCC's, you can do it in max and softimage.
In maya you will have to deal with the worst skinning tools ever conceived, not 
to mention the myriads of scripts just to ensure contemporary functionality.
I don't understand this argument. specialy considering Maya's established roll 
as a studio tool, where the pipeline is broken up into fields. people using 
maya for generalist purposes is not the norm usually they stick to their fields.


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