Likewise, if you had asked me back in 1997 if Maya would still be around and 
the dominant player in 2017, I would have said no, and also,"god I hope not" 
(come to think of it, that may have actually happened).  Anyway, it's 2017 
and here we are.

What's more realistic these days is the ol' Indiana Jones swap out the gold 
monkey head for a bag of sand trick.  Instead of introducing new products 
built from scratch, we're seeing incremental updates that shift an existing 
product over to whatever it was supposed to be.  It takes more energy and 
time to do that, but it's a safer bet in the business space.  There's more 
to new product than the technology - there's also sales concerns.  You have 
to create a brand, educate the consumer, develop sales channels, etc... Even 
if the product is done right, there's no guarantee it will sell as we've 
seen with Softimage, Nichimen, Matador, and other quality products.

What I would like to see more of is improvement in the individual user 
experience to be able to run with a creative idea and be able to bring it to 
fruition uninhibited.  It seems like that aspect of user workflow has been 
lost.  While today's software is vastly improved, more scalable, 
customizable, team oriented, etc...there are so many extra layers just to 
get started that I found it a big turn off to do personal work anymore.

While recently going through some old stuff, I came across my first demo 
reel which I created using Softimage Creative Environment 2.62 in the early 
90s.  As I watched it I remembered the effort it took back then and started 
to think about how much time it would take to do that same project today. 
While the rendering would absolutely be faster (practically real time), the 
manually labor intensive operations such as setting key frames really 
haven't changed.  In other words, the project would take about the same 
amount of time.  Frankly, while I've had ideas I've wanted to pursue, the 
thought of using current tools became a deterrent as they don't feel 
natural.  Today's tools are not inspiring as they require a certain 
controlled mindset just to be able to function in un-intuitive ways, and 
that mindset is in conflict with being creative where ideas just need to 
flow.

I would like to see another Daniel Langlois type where inspiration to create 
drives the improvement of the tools, not engineering bravado.

Matt


Date: Wed, 1 Mar 2017 14:19:24 +0000
From: Andy Nicholas <[email protected]>
Subject: Re: Getting close to a 3 year old EOL annyversary

>the risk vs. reward proposition doesn't seem to be attracting enough new 
>players to the market.

True for the moment, but things don't stand still. Do you think people will 
still be using Maya in 20 years time? (god I hope not!) Technology, 
hardware, and client's needs all change faster than we realise.

So I have a more optimistic outlook, I think it's just a matter of time 
before someone somewhere comes up with something new that does it in a 
different way, or maybe just in a better way.


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