Dun dun Daaaaahhhh!

This year has been weird enough already!

________________________________
From: Olivier Jeannel [facialdel...@gmail.com]
Sent: 01 March 2017 06:55 PM
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Getting close to a 3 year old EOL annyversary

Ligjtwave returns ? Seriously ?

2017-03-01 16:44 GMT+01:00 Jonathan Moore 
<jonathan.moo...@gmail.com<mailto:jonathan.moo...@gmail.com>>:
I think disrupters still exist in the marketplace. You just have to look at the 
success of Allegorithmic. They've built tools for the major gaming studios by 
leveraging the consumer marketplace as their largest profit centre. Their $20 a 
month offer has well in excess of 100k subscribers and this in turn has given 
them the funds to rapidly develop their product portfolio. Substance Painter 
has seriously eaten into Mari's base, and that's without UDIM capabilities.

The smart thing about the Substance business model is that it's managed to 
permeate into all the 3d sub-sectors - it's integrated in VFX, media, 
architectural & design product offerings as well as it's core gaming sector 
ones.

And this may sound crazy, but I wouldn't write Lightwave off either. They're 
just about to launch their long awaited rewrite 'Lightwave Next' offer and 
there's a legion of ex Lightwave customers in Modo-land looking for an excuse 
to jump back in 'all is forgiven' style. If Lightwave deliver with a rewritten 
core that takes advantage a parallel processing world and maintain a price 
point around the $1k mark they might have something to build on.

10 years ago I don't think that anybody would have predicted that SideFX would 
be a leading games pipeline DCC tool in 2017, and would be pursuing a more 
generalist non VFX customer with a focus on direct modelling, rigging and 
animation. The great thing about this industry is it's constant ability to 
challenge convention.

On 1 March 2017 at 15:13, Matt Lind 
<speye...@hotmail.com<mailto:speye...@hotmail.com>> wrote:
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 <a...@andynicholas.com<mailto:a...@andynicholas.com>>
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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