Autodesk Acquires Alias 325
eggegg is one of many readers to write to tell us that "Autodesk, of AutoCAD and 3dsmax fame, is reporting that it has signed a definitive agreement to acquire Alias, makers of Maya and MotionBuilder. Will Autodesk use the inherited expertise and codebase to finally develop their product line for the platforms most of their customer base would prefer, or does this mean the end of development of Alias products on OSX and Linux?"
End of the Line (Score:3, Insightful)
Re:End of the Line (Score:5, Insightful)
Re:End of the Line (Score:5, Informative)
Mayas is slightly less intrusive than 3DSM, but the real winner (in my eyes) is Cinema 4D, who's network rendering has the most painless licensing terms.
Re:End of the Line (Score:2)
Re:End of the Line (Score:2)
And it helps it none - Maya 7 Unlimited was pirated as soon as it came out. I wonder when investors will catch on and start considering copy prevention schemes as the waste of money they are ? I know I would, if I owned shares in a software company...
Re:End of the Line (Score:2)
Re:End of the Line (Score:2, Informative)
At least it was in the 90s when I worked with Autodesk tools.
Re:End of the Line (Score:3, Insightful)
I'm not saying it's right or wrong or anything...just wondering how any company would know that this movie or this effect or this animation was used with a pirated copy of their software? It would seem to me to be either very very h
AutoCAD is too far up MSs back end... (Score:5, Informative)
Re:AutoCAD is too far up MSs back end... (Score:3, Interesting)
Whether they decide to cancel them for other reasons remains to be seen. Keep in mind that Alias just recently dis
Re:AutoCAD is too far up MSs back end... (Score:5, Interesting)
There is way to much overlap between Maya and Max for them to carry both product lines forward forever and I doubt they will ditch Max in favor of Maya.
Mergers like this are usually to get rid of a competitor and take their customers. It is a market in need of consolidation because there are to many packages selling to relatively few users for not enough money. The execs of the company being bought do it because they get rich cashing out and could care less about either the employees or customers both of whom usually get screwed.
It will be interesting what happens to Maya's use at high end studios. The high end business commands a lot of prestige and companies want bragging rights that they are used at them, so every 13 year old aspiring animator will want to learn Maya or Softimage. In reality its a terrible business, because studios buy a relatively small number of seats infrequently, they develop a lot of their own software and they constantly play the software companies off against each other. If Autodesk is thinking business they will let the high end business fade away, if they are thinking prestige they will try to keep it and it will probably cost them a lot of money.
Re:AutoCAD is too far up MSs back end... (Score:2)
This isn't strictly true. The reason why multiple 3D packages exist in the market today isn't that each one has special abilities, but rather because each one has a different focus in mind. Lightwave, for example, has far less tools to do the high end stuff that Maya does, but its implicity offers a much shorter development time for a shot. (i.e. TV FX
Re:AutoCAD is too far up MSs back end... (Score:2)
Re:AutoCAD is too far up MSs back end... (Score:2, Interesting)
The proliferation of windows-first/only plugins is pretty obviously a sign of the small scale of studios using Maya on windows. If Autodesk were to drop the Linux version of Maya we'll probably be seeing a lot of the big studios, if not all of them, dropping Maya.
Re:AutoCAD is too far up MSs back end... (Score:2)
You certainly have a point, and I was going to mention that one reason there are less Linux plugins is because the larger studios write their own stuff, but "real work" means what exactly?
A lot of self-employed artists and small studios and offices do real work with Maya these days too.
With the price for Maya Complete at $2000 now, I'd bet that they make up more of its market than Hollywood. Even the bigger studios only have a couple dozen full-time Maya users at
Re:AutoCAD is too far up MSs back end... (Score:2)
Re:AutoCAD is too far up MSs back end... (Score:3, Interesting)
That's a shame because IIRC it was orginally a unix application.
That's right, but MSFT pulled a nice trick to "fix" that problem. They licensed Win32 API's to a few who ported it to UNIX and then advertised these UNIX companies could support both Windows and UNIX with one codebase if they ported to Windows/Win32. The suckers did just that and shortly afterwards, MSFT increased the licensing fees for the Win32 APIs so much all but one of the porters closed shop. The one company
Some useful information... (Score:5, Informative)
Hope for the future of Maya on Linux, can be found at
Re:Some useful information... (Score:2)
The sad thing is that I didn't even notice when SGI spun off Alias 20 months ago. And I used to work there! Shows how far SGI has slipped below everybody's relevence radar.
Some useful information? (Score:5, Funny)
So does this mean I can get modded up to +5 just for citing another pertinent Wikipedia link [wikipedia.org]? :-)
Incredibly cheap (Score:5, Interesting)
Now if Autodesk is discontinue the Maya line, that is going to be a huge lost to the industry, I rather like Autodesk to use their newly acquire Premium product (Maya) to make a coherent product line, 3DStudio Max in the cheap low end, windows only and Maya for the expensive high end, with pricey Linux-clustering support.
Re:Incredibly cheap (Score:5, Interesting)
Open Source might end up being the studios salvation. It'll be an interesting few years.
Bruce
Re:Incredibly cheap (Score:5, Interesting)
Re:Incredibly cheap (Score:2)
This could mean good things for RenderMan and Pixar, though.
Re:Incredibly cheap (Score:2)
However, Pixar has not had the easiest time with studio tools. When I left there, the studio tools had been in continuous development for 20 years, no kidding. It showed. They actually simulated the E&S picture system calligraphic API on top of OpenGL. I hope they've been able to get out from under that. At times, they considered gi
Re:Incredibly cheap (Score:3, Insightful)
Re:Incredibly cheap (Score:2, Interesting)
Here's a hint to software companies like Autocad and Maya: Would you rather have a guy like me spend $200 or $300 just so I can play with a tool the pro's use, or would you rather do without that revenue while I make due with open source?
Re:Incredibly cheap (Score:2)
No disrespect, but AOI is pretty poor at both modeling and rendering. Blender or Wings3D are the best open source modeling tools. There are a number of open source rendering tools of good quality depending on what you want to do - YafRay, Aqsis, Blenders internal renderer, PovRAY and others I'm sure.
of course you could have meant to emphasize 'in java'.
LetterRip
Re:Incredibly cheap (Score:2)
Re:Incredibly cheap (Score:2)
Yes, they use a slew of software and many times the custom software written is mainly for the pipeline itself or interaction between software. But places like ILM and Wet
Re:Incredibly cheap (Score:2)
Kill Maya Linux? Nope. (Score:5, Informative)
Re:Kill Maya Linux? Nope. (Score:2, Insightful)
I would hardly call MEL an architecture. In fact, I would hardly call MEL a programming language either.
However, Alias/Maya used to run on Irix, an SGI Unix variant (maybe still does). So, I wouldn't be surprised if the codebase was easily portable to other -ix platforms.
Re:Kill Maya Linux? Nope. (Score:2)
It may not be an OS, but it certainly is an API [google.com] that can control every part of Maya from the GUI to dynamic animations to the tooltip bubbles. By the way, I called it a "scripting language".
Oddly, 6.5 was the last [alias.com] Irix version (Maya is now on 7.0). Hmmm..... Maybe that's because they were no longer owned by SGI as of Jul
Re:Kill Maya Linux? Nope. (Score:3, Insightful)
Rough times at Autodesk.... (Score:2, Funny)
And what is it for that matter?
ManualChair (R)?
BikeSofa (R)?
StickOttoman (R)?
AutoCrap (R)?
A bit more information, please....
-Chris
What about Rhino ? (Score:5, Interesting)
Does anyone know how the big 3 modellers compare? (I know a lot of game dev studios use Max and Maya.) Also, what about Blender?
TIA.
Re:What about Rhino ? (Score:2)
As for Blender, it just doesn't reside in the same league. Its capabilities are for the most part adequate, but the...shall we say, controversial interface is a permanent barrier to its real adoption.
Re:What about Rhino ? (Score:2)
Bruce
Re:What about Rhino ? (Score:2)
Re:What about Rhino ? (Score:3, Informative)
Does anyone know how the big 3 modellers compare? (I know a lot of game dev studios use Max and Maya.) Also, what about Blender?
While Maya is great for modeling, it's the animation and dynamics tools that really make it stand out. I don't know what apps are best positioned to take Maya's place in these areas. How do Blender's [blender.org] animation tools stand up to Maya's? Anyone tried Project:Messiah [projectmessiah.com]? Maybe this will be just the thing to push Softimage [softimage.com] back into th
Re:What about Rhino ? (Score:2)
Blender has been pretty much only been freelancers and hobbyists thus far. It currently lacks some neccessities for game modeling that are pretty important for widespread game industry adoption - smoothing groups, baking of lighting, mulitple and overlapping UV maps, and tangent space normal maps.
Blenders animating tools on the current release cycle have just caught
Enough /. FUD about Blender (Score:4, Insightful)
Some really great features that Blender has over the competition:
Heck there is even a ton of free documentation, ranging from a wikibook [wikibooks.org] to other books and guides [blender3d.com].
It was used for previz stuff on Spider-man 2, in case anyone asks if it has been used in the industry.Re:Blender (Score:4, Insightful)
Since the page you linked to claims that the manual is based on version 2.32, and, according to yourself, big improvements (meaning big changes) happened on version 2.34 and 2.35, and the current version is 2.37a, how can the manual be "pretty fucking good" ? It should be hopelessly out of date by now.
Say What? (Score:2)
Imagine for a moment, what would happen if Adobe decided to take over Macromedia. It's a silly, far-fetched idea.
Wha? Oh, nevermind. [adobe.com]
If Cleaner is any indication... (Score:2, Interesting)
dang if I can figure out how to work Divx [divx.com] into that sentence...
Re:If Cleaner is any indication... (Score:2)
clustering (Score:3, Insightful)
The slippery slope for apple started years ago (Score:4, Interesting)
Comment removed (Score:5, Insightful)
Re:The slippery slope for apple started years ago (Score:2)
The problem is this, and I've seen it happening on other fronts behind the scenes: It's very clear that Apple has the better OS. However, they keep insisting on eating their developers. IIRC, there was a search engine that was better than Sherlock, and Apple went and co-opted it, for example. There is a kind of ling
Re:The slippery slope for apple started years ago (Score:2)
This is a good thing. The less available it is the better. Premiere mangles audio (re-samples _without_ sample rate conversion) when you import different sample rates. Worse, it doesnt tell you it's doing it. I've even seen programs on BBC TV with audio grated in this way. It most commonly happens when a 44.1KHz CD is imported as backing music to a 48KHz project.
Most video engineers I know don't seem to be able to hear this h
Re:The slippery slope for apple started years ago (Score:2)
[ disclaimer, I do professional video work for moneyhats. It pays the bills, I've been doing it since the last century, I've always done it on a mac so I know what I am FRIGGING TALKING ABOUT. ]
PREMIERE WAS A GIANT FESTERING PIECE OF SHIT.
Apple didn't come up with FCP, they bought the damned thing from Macromedia. THAT is why Adobe is pissed at them... and Adobe didn't drop Premiere until FCP Elements came out - a stripped down gutted FCP that functions in Premiere's market space. Ra
Re:The slippery slope for apple started years ago (Score:2)
Also: The guy that lead the development of Final Cut at Macromedia was someone who developed Premiere. Go figure!
Go Apple and FCP!!!
AfterEffects much? (Score:3, Insightful)
Why does Adobe continue to update AfterEffects on the Mac?
Probably, because AfterEffects is a viable product. Premiere died because it was too lame to compete with FCP. On Windows, the competition is lighter, so it survived there. But FinalCut-using editors still use AE for finishing, because it's a genuinely useful program.
Same thing with Maya. It's the best 3D package on the Mac. And the Mac accounts for about 25% of Alias' Maya [macworld.com]
... April fool's? (Score:2)
Comment removed (Score:3, Interesting)
Re:Ugh why do people even BUY AutoCAD anymore (Score:2)
People keep buying upgrades in order to fill seats for new employees or to interoperate with some dipstick who bought the new version. People keep using $app because it's what they know, it's what they're comfortable with, and it's what they can get work done in. Hell, I still use photoshop 5.5 because I find Photoshop CS to be a slow, bloated, damned-near useless pile of shit... but I have to keep it or 7 around for professional reaso
Re:Ugh why do people even BUY AutoCAD anymore (Score:2)
I've tried all 3 above. I can't stand autoCAD, I feel like i should be at a computer that hooks into some mainframe with a mono chromatic screen, and have a slide rule at hand when using it. Solidworks I used when in school and like a great deal. I use Pro/E at work, 2001 was ok, but Wildfire is very nice (made it more like solidworks).
I think the only reason AutoCAD survives is th
Re:Ugh why do people even BUY AutoCAD anymore (Score:2)
CAD apps are everywhere. But there are probably only a 1/2 dozen that are very commonly used. And many are just tailoring to the "random cad program you buy at frys" market.
Just look at any time someone says "what do you mean there isn't CAD apps for X platform, look at this link (which then shows 30 CAD apps for some OS)" then you go look at it, and maybe 1 of them is used at all. This example works well when it's talking about CAD and OS X
Many CAD apps
If Autodesk _does_ kill Maya for Mac and Linux... (Score:4, Interesting)
Re:If Autodesk _does_ kill Maya for Mac and Linux. (Score:2)
Today it definitely isn't. In a year or so of time, it might well be.
LetterRip
Re:If Autodesk _does_ kill Maya for Mac and Linux. (Score:2)
Re:If Autodesk _does_ kill Maya for Mac and Linux. (Score:2)
Maya for Linux has a slightly more messed up UI than the windows release though.
--
Use your bluetooth phone as a modem for Linux [arpx.net]
Re:If Autodesk _does_ kill Maya for Mac and Linux. (Score:2)
Yeeeeeeeahno.
Blender has its uses, but Super Mega High End ain't one of them. Ditto GIMP vs. Photoshop. The biggest single advantage of Blender is that it's FOSS and multiplatform - after that.... whoo. Studios shell out for Maya licenses for a reason, scooter.
Re:If Autodesk _does_ kill Maya for Mac and Linux. (Score:4, Informative)
Indeed. People who have never used Maya probably can't appreciate what it can do, but Blender doesn't even come close.
Modelling and animation is only part of a visual effects or animation pipeline. Maya's strength is not the fabulous modelling tools (certainly Lightwave's modelling tools are better), but the way that it is customisable. Any part of Maya is customisable. Maya can be whatever you want it to be, and can integrate seamlessly with whatever you want it to integrate with.
This is a much harder problem than it sounds. Consider a simple Newtonian physics simulation engine. The location and orientation of some object might depend on the simulation (e.g. an object might be moving under gravity). On the other hand, the simulation depends on the location and orientation of objects (e.g. objects can collide). This is a circular dependency. Most animation systems handle this in one of two ways: couple the animation system and the physics simulator, or run the simulation as a post-pass between animation and rendering. Maya (even though it does have a simulator in the base product) can handle it as a plug-in, and the circular dependency is no problem at all. Moreover, you can have multiple special-purpose solvers (fluid solvers, cloth solvers etc), and they all work together automatically, with no coupling with the Maya core.
It goes deeper.
Maya has its own shader model. If you don't like it, such as if it's not the model that your renderer uses, you can implement your own as a plugin. No change to the core. It Just Works(tm).
Unlike 3DS, which requires plug-ins to conform to a fixed set of interfaces (subclass THIS C++ class if you want to implement a shader, subclass THIS if you want to implement a type of geometry, subclass THIS if you want to implement a renderer), in Maya, it's completely generic. You can even implement your own "things" which the Maya core has no concept of (e.g. it's not a shader, it's not geometry, it's not a user control), and everything will just work. Try doing that with Blender.
Re:If Autodesk _does_ kill Maya for Mac and Linux. (Score:2)
With Blender you have complete access to the source code so the problems you have with other software of being limited to how they expose things in their API is nonexistent. Or you could do it as a module and use the built in python scripting.
[QUOTE]You can even implement your own "things" which the May
How do Maya and Max compare to Blender? (Score:2, Interesting)
But my question is: How does the open source Blender [blender3d.org] modeling and animation package compare to Maya and Max for creating content for movies, animations and games. What is it missing, what does it not do as well, what would it need to be able to compete? Is Blender even a worthy substitute for Maya or Max?
I'm new to all of the abo
Re:How do Maya and Max compare to Blender? (Score:2)
Re:How do Maya and Max compare to Blender? (Score:2)
Re:How do Maya and Max compare to Blender? (Score:2)
Re:How do Maya and Max compare to Blender? (Score:3, Informative)
No.
For one, its builtin renderer is complete crap when it comes to anything nearing physical accuracy (such as reflections. Yuck), and Yafray, while it's nice, has nothing on Mental Ray when it comes to speed, image quality, or ease of use. Admittedly, on price, it wins. And the LCSM unwrap in blender is quite nice, and I don't know of an equivalent in maya. But I'm a major n00b.
Not to mention Hypershade owns me. It makes it so easy to make complicated sha
Re:How do Maya and Max compare to Blender? (Score:2, Interesting)
Re:How do Maya and Max compare to Blender? (Score:5, Informative)
Depends on the studio, developer costs, and what type of animation you want to do. For high end photoreal Blender isn't there yet (render isn't 'high end' enough). For simulation based particle effects (fire, smoke, complex physics, crowd simulations, certain other fluid effects) Blender doesn't have those capabilities or are extremely limited (no volumetric shaders and no simulation system for smoke and flame, crowd dynamics could come shortly after the next release though). For most other TV quality animation, game animation, and small scale movie cinematics Blender is very much a possible consideration. Blender lacks some modeling tools but has a very solid core for subdivision surface modeling and has the truely neccessary tools (additional tools could improve speed and workflow). With much less than half a year of developer time, it could probably be brought to Silo equivalency for modeling, and with a full developer year could challenge Modo or ZBrush in modeling. With a half a year of dev time on texturing it could likely become ZBrush or Modo equivalent. Animation wise the next release will put it mostly on par with other character animation tools (but will still have a serious short coming in that it doesn't have motion capture capabilities). For game developers I noted above the limitations Blender has - again 6 months of developer time.
So in short it isn't a serious contender today for what major animation studios currently do with Maya or 3dsmax, but with a bit of funding could easily be there within a years time.
LetterRip
Re:How do Maya and Max compare to Blender? (Score:2)
Re:How do Maya and Max compare to Blender? (Score:3, Insightful)
They do some R&D but mostly they do what everybody else does, wait for PhDs to publish something interesting then integrate it two or three years later.
[QUOTE]Feedback from the game and film industry as to what to add and what to get rid of.. and extremely useful scripting languages (MAXscript and MEL respectively) that allows people/companies to cater the program to their specific needs. "Ok,
they will trash it (Score:2, Interesting)
I'm sure it wont be long... (Score:4, Interesting)
I'm so sorry for you Maya folk. I really am.
And yes, Autodesk is in deep with Microsoft. They got tons of cash 10 or so years ago to kill off their Unix variants of AutoCAD (not like there was a whole lot of demand anyways). But there is just about no way they could get AutoCAD or any other vertical to run on any non MS OS (tight integration, lots of hooks for
Just got the Memo (Score:5, Informative)
From: Alias
To: bryn
Date: Wed, 5 Oct 2005 00:49:17 -0400 (EDT)
Subject: Autodesk Signs Definitive Agreement to Acquire Alias
Dear Alias Customer,
Today Autodesk and Alias announced the signing of a definitive agreement for Autodesk to acquire Alias.
Alias is a leading developer of 3D graphics technology, headquartered in Toronto, Canada. Alias develops and delivers software and services for film and video, interactive games, media and the Web. It also develops software and services for consumer products, industrial design, automotive, architecture and visualization customers.
With more than six million users, Autodesk is the world's leading software and services company for the manufacturing, infrastructure, building, digital media and wireless data services fields. Autodesk's solutions help customers to create, manage and share their digital assets more effectively. The acquisition of Alias will continue to round out our product lines across industry segments.
As many of you are aware, in the media and entertainment industry, most leading film studios, game developers and high-end visual effects companies use Alias' Maya®, MotionBuilder® and FBX® software. Most also use Autodesk's complementary Inferno®, Flame®, Lustre® and 3ds Max® products. The most demanding industrial designers in the world use Alias' StudioTools(TM), primarily in the automotive and consumer products segments. Bringing this technology to Autodesk will strengthen the manufacturing business by integrating conceptual design as a front-end to Inventor Series and the PLM solution.
The acquisition also brings to Autodesk a highly talented group of individuals, a wealth of technologies and a great set of products. By combining the technology and talents of two successful, financially healthy companies, we will be better able to continue delivering solutions that address your ever-changing and increasingly complex needs. And yes, Autodesk plans to continue to support and develop Alias products as well as utilize the strength of the combined organization to provide customers with continued innovation and technology development.
The transaction is expected to close in the next four to six months. Until that time, Autodesk and Alias will continue operating as independent companies and will remain focused on our current customer needs. We do not anticipate any changes with respect to planned product releases for either company. Please continue using your existing contacts for sales, services and support. We will update you on the progress of this acquisition, both directly and online at http://www.autodesk.com/autodeskandalias [autodesk.com].
On behalf of Autodesk and Alias, we would like to thank you for your business and reiterate our commitment to ensuring that this event which is exciting for both our companies will prove even more so for you.
Sincerely,
Carol Bartz
Chairman and CEO
Autodesk, Inc.
Doug Walker
President and CEO
Alias
What about IRIX? (Score:3, Insightful)
What about IRIX? Let's not forget about it. It was the first OS that any Alias software ever ran on. If memory serves, Alias was spun-off from Silicon Graphics, Inc.
Re:What about IRIX? (Score:3, Informative)
SGI bought both Alias and Wavefront as a response to Microsoft's 1995 purchase of Softimage.
Alias separated from SGI a few years ago and has been looking for a sugar daddy ever since. There were rumors that Apple was going to buy them, but those were just rumors.
Answers.. answers (Score:5, Informative)
From this info, it looks like they consider Maya and 3DS Max to be in separate market segments - which indeed they are. For cryin' out loud, Pixar uses parts of Maya in their workflow. Who would want to kill that? Maya's the crown jewel of Alias. You can't compare this to the Macromedia acquisition. This would be more akin to Macromedia buying out Adobe to get Photoshop.
Re:Answers.. answers (Score:2)
Re:Answers.. answers (Score:2)
Same with Alias/Wavefront after the merger 10 years ago. Santa Barbara, Toronto, London, it was all over the map but finally settled in Toronto.
At least both companies currently do their development in Canada...
It's not about Linux/OSX... (Score:5, Interesting)
Autodesk bought Discreet quite a while ago and is actively supporting and developing *nix and OSX versions of the Discreet products. Autodesk's AutoCAD may not be so friendly, but the Media and Entertainment division goes where the money is, and a lot of the creative types are on platforms other than Windows. Judging from history, I suspect that will continue to be the case.
The thing that frightens me is that the two most popular 3D applications will now be under one roof. This could mark the beginning of Autodesk staging a Microsoft-like dominance of the 3D market, and the marginalization of the remaining players.
As someone who owns seats of both 3ds Max and Maya, I should be happy, but instead I have a pit in my stomach. I'm not sure if this is a good thing at all for the 3D community.
Re:It's not about Linux/OSX... (Score:2, Interesting)
Re:It's not about Linux/OSX... (Score:2)
Animanium, Character Animation Toolkit, - and look for Modo, ZBrush and Silo to develop very cool animation tools. Also expect great things from Blender. Most innovation is coming from the University researchers or the fast and nimble software, not out of the huge scale animation tools.
[QUOTE]The thing that frightens me is that the two most popular 3D applications will now be under one roof. This could mark the beginni
Bullshit (Score:2, Interesting)
First of all, the suggestion that Autodesk pro MS is complete bullshit. More than half of Discreet's products only run on Unix.
Second, speaking as a user of both Max and Maya, the two could see a bright future in collaboration. The two interfaces are just about identical thanks to years of blatantly ripping one another's innovations off. The two have been fighting so long that many of the programmers that developed g
Re:Bullshit (Score:2)
Hopefully:
Maya will become a little more user friendly. Even after 10 years, it's still a kludge. (I really don't want to have to render particles in a separate pass, for example, and the polygonal modeler must go.) The discreet people have done a really good job with making 3ds max a very easy to use program, and the Mental Ray integration they did far surpasses Alias' anemic implementation. Let them streamline the interface.
Max will get so
Long time AutoCAD user - not Maya (Score:2, Interesting)
I work for Alias and I think that this is GREAT (Score:5, Informative)
It would be reckless of me to speculate further what is exactly going to happen, but Maya in particular is quite beautiful under the hood and has a bunch of life left in it. It is very platform independent. It is flexible enough to turn into almost anything that you need it to be. It's not going anywhere.
I'm happy about this. The near term impact is that we will have a more complete pipeline to sell in design, film and games. I bet some really nice Maya-Max translation tools pop up as well.
Re:I work for Alias and I think that this is GREAT (Score:2, Interesting)
Blender in perspective (Score:4, Insightful)
But there is one thing significant about Blender as an OSS Design Software:
While comparing Gimp to PS or Sketch to Illustrator is just plain silly, there is actually a point in comparing Blender to commercial 3D Software.
Let's not forget: Blender was a commercial package itself back then. I even bought a licence for ca. 400$.
So, yes, over time it is not unlikely that Blender will be a solid alternative to Maya, Softimage, Houdini, Lightwave and the rest. Blender 2.4 is coming (probably at the blender conference next week) with a complete redo of IK. There are less than 10 open ends that need programming/redoing (renderer, joints, proper NLA, more/better modelling to name a few) but even though this is lots of work, it's an overseable amount of work. Each of these open ends can be done by a good programmer with a few months time.
Blender *is* invading the 3D market. Especially in education. Softimage's 3Democracy campaign is one result of this.
If the Blender team could be the first to come clear with an XML based 3D format they could even call the shots and establish a new universal 3D standard.
Bottom line:
Over time Blender could very well become a big player in the 3D world. Just not tomorrow.
Good news for Houdini and XSI (Score:3, Insightful)
I wonder why Apple passed ... (Score:3, Interesting)
One wonders why Apple didn't buy it -- Apple has paid 30-50 M USD in cash for pro video and audio software companies in the past, so the price Autodesk paid is not wildly out of sync with that. As a wedge to move PC users to Apple hardware, it's well worth writing the check.
Re:Well... (Score:2)
Re:Let me speak for every Maya Mac user (Score:2)
NO FAIR! They make us use a Motif interface, and just when we started hoping that they'd update it sometime, it ends up looking like it won't exist for us anymore. And just after I kicked the blender habid.
Life's a biatch.
They're OK with it. (Score:4, Funny)
Jennifer Garner's contract with her current production company (Disney) expires in November and she'll begin working at Autodesk after that. Her job duties will include product demonstrations and killing people.
No. (Score:2, Funny)
No. Now, if you'll kindly step over here, this nice lady is going to give you a product demonstration.
Re:Going to raise game prices? (Score:2)
A seat of Maya and/or 3ds max costs a few grand for the seat and about a grand a year to keep it current.
The person who uses this software costs many tens of thousands of dollars per year, some cost hundreds of thousands. The talent is orders of magnitude more expensive than the software.