So rumours are Autodesk will be killing off Softimage after the 2015 release. Can't say I never saw this coming, It's taken the back seat ever since Autodesk got their grubby mitts on it. After all, they only bought it to keep it from their competitors hands and forcing Autodesk to do
some innovating and work into their releases.
It's never been advertise or marketed the way Max or Maya has.
Seems all the focus is going to Maya now, wouldn't be surprised if Max's days were short lived.
http://forums.cgsociety.org/showthread.php?f=59&t=1160074https://twitter.com/sanders3d/status/438453216498688000
Replies
Maya: 24,654
Max: 23,894
Softimage: 892
Just right click and select merge programs, that easy!
Then unheard of bloat, bugs and breaks would ensue.
Be interesting if they did it modularly. Just install as you need without the hassle of un-needed bloat.
Does that include the Japanese market were Softimage is dominant?
Pretty much, same with most Autodesk software.
I hope AD sells it off, to someone who will appreciate it. It still has a lot of potential to be updated, modernized and a great alternative to Max or Maya if priced better.
As a Max user, I tried opening Maya once and gave up trying to try learning it since it felt completely ass backwards.
There are far too many Max users for Autodesk to just come and end it one day. The only way a 3d package would die out from Autodesk is if the demand for the package falls. If Justin's numbers are reflective of the industries that use this software at all, then I'd say the demand for Softimage has fallen quite a bit. It sucks for the people who exclusively use Softimage but unfortunately I don't think they have any choice but to stick to older software or move over to a more popular 3d package.
Anyway, rumors rumors...
+10,508,482,523,123.10²
Sorry, according to what? Last time I checked it was Autodesk's flagship software. Lets not have another Max vs Maya vs whatever debate please :shifty:
Ah I'm glad I'm not the only one who immediately thought of this! Showing my age.
this would take more or less 5-6 years...
and every faster try failed...
on maya they are doing a lot under the hood... for example decoupling some modules (mr) that where tied to the core to get faster development... or change big code branches... thats in a node based environment "much" easier...
Flagship? Autodesk makes most of their money in areas other than games/animation, and from what I can tell Maya is taking over from Max in a lot of gaming studios.
I prefer Max, but agree that development since max 2009 (so the year 2008 really) has been largely pointless. Any advances were countered by increasing slowness, strange decisions and bugs.
signed!
yeah but this goes on for over a decade now, you could put those 5-6 years twice into the time the software only barely evolved in.
Just open docks for 3ds 2014 and Maya 2014 and look at what has added new (extensions included) and the picture gets much clearer.
That's just my opinion so...at the end of the day I just hope everyone gets what they want..which is also not going to happen, probably
As for Max getting killed off as well, Autodesk scrambled to dispel such rumors in this video a couple of months ago... so of course I'm very much looking forward to what they'll announce feature-wise for the upcoming 2015 version. Though I'll probably get disappointed yet again.
[ame="http://www.youtube.com/watch?v=evKVrQYIV9k"]Expert Challenge: Autodesk 3ds Max 2014 - Extension 1 edition - YouTube[/ame]
Just imagine: a from-scratch, game-art focused application. No extensive animation options (just enough for games), no FX and simulation, no rendering other than GPU-baking, material system is purely focused on realtime viewing. Proper modeling tools to support High-to-low modeling, easy management of what objects to export. Python-only scripting capabilities on a very powerful interface (everything exposed), no compiled plugins that fail after new releases.
Just imagine...
2nd) I wouldn't expect much in the way of huge innovation they seem to have shot themselves in the foot by switching to annual releases. They seem to only have time for small things that fit into a small window.
Also their focus on stability a few releases ago probably makes them more adverse to trying big things. When so many of their reasons for upgrading the last few releases has been "improved stability" I don't think they want to cash that in?
why..? they are working on VP2 now several versions...
same will happen with bifrost in maya... and they are working on some other things in parallel...
They laugh about it but it's actually sad..very sad!
that doesn't sound very future oriented, with workflows going more and more into the film direction. Going just for games and ignoring film will not work anymore in a couple of years, most stuff is very similar already.
This is what I imagined
Modo / Mesh fusion sub-d tools - check
Zbrush sculpting / dynamesh tech - check
Headus UV Layout tools and unfolding algorithms - check
3D Coat painting / retopology tools - check
Baking tools with the quality and versatility of Xnormal and the speed of Substance in a magical universalized tangent space - check
back to reality
And yet when the Gameware team attempts to do this with Maya LT with the exception of from scratch people go crazy.
http://www.maxunderground.com/archives/11007_nitrous_putting_together_the_pieces_of_a_max_core_rewrite.html
I can also see Modo taking center stage during this transition.
typing text here because i can't just post a quote
You guys must not do much animation...