Hey I loved Lightwave ! I made incredible stuff all alone with it back in the days (incredible at my level, of course) I just quited it, I knew it would soon die or not evolve much (the separated modeler and animation layout). I had the strong feeling that investing in XSI was the definitive next move. ..talk about intuition
2017-03-01 18:56 GMT+01:00 Sven Constable <[email protected]>: > Talking about the undead…it's not impossible AD will revive Softimage. Ok, > very unlikely looking at ADs policy when a software was killed, it's > killed. When Houdini grows even stronger and the whole procedural approach > will simply not work inside Maya or Max for whatever reason in the long > term, they potentially have the technology to compete with Houdini and a > software that (ex-) Maya or Max costumers would accept more easily because > of its combination of proceduralism and the "intuitive" way of working. Aka > the old way, like you know…max and maya works. > > > > > > *From:* [email protected] [mailto:softimage-bounces@ > listproc.autodesk.com] *On Behalf Of *Jonathan Moore > *Sent:* Wednesday, March 01, 2017 6:34 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 > > > > I agree a return of Lightwave isn't the most probable thing to happen but > Newtek still have a lot of customers in broadcast sector in the US. They > have the funding through the rest of their business that they've been able > to allow the rewrite to take forever and a day; and there's enough > customers outside of the hobbyist market that are looking for an > alternative to the Autodesk rental monopoly that will never take to a > technical procedural toolset like Houdini's. > > > > Market disrupters don't always come from the most obvious of places and > sometimes they rise from the dead. ;) > > > > I'm not suggesting I like Lightwave, just that a resurgent Lightwave could > as an outside bet, become a serious alternative for those that refuse to > hold their nose and pay Autodesk too much for too little. > > > > On 1 March 2017 at 17:18, Sven Constable <[email protected]> wrote: > > Was thinking the same. Didn't they rewrite the core since five years at > least? Giving the very low price tag of Lightwave (last time I checked it > was couple hundred bucks) and the tiny user base which is probably 50% > hobbyists, I find it hard to believe they will get the money to finish that > task. > > > > *From:* [email protected] [mailto:softimage-bounces@ > listproc.autodesk.com] *On Behalf Of *Olivier Jeannel > *Sent:* Wednesday, March 01, 2017 5:55 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 <[email protected]>: > > 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 <[email protected]> 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 <[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. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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