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Maya Indie

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  • neilberard
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    neilberard polycounter lvl 14
    Looks like it's good for one year then goes back to the standard price. Sounds like they want to make it permanent though. 
    https://www.reddit.com/r/Maya/comments/extlc0/is_maya_indie_renewable_at_250/fgfjn31/ 
  • XilenceX
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    XilenceX polycounter lvl 7
    That's great news! And perfect timing for my RPG project, too.
    I just hope the ~250$ / year price remains available for the next 4-5 years.

    I feel like the ~250$ price per year is actually quite competitive to the perpetual licensing system they used to have.
    Since you always get to use the latest version. Whereas with the perpetual license, I used to use an old version for many years.
    Thanks Blender, for being a competitor that's free, I guess. :D
  • Alex_J
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    Alex_J high dynamic range
    this is really good news for me too. I guess we can thank blender for it :)
  • prosaicgod
    Sounds nice... on paper. I'm skeptical though. Autodesk has rarely seemed concerned about those "in the middle."

    If you're a big studio then they got your back. You're their bread and butter. If you're a student then they're more than happy to comp you a license. You're their future meal ticket. However, there's that huge in-between group that they don't seem to fully understand.

    For a company that's been in the business of building 3D content creation software for about 30 years, one has to wonder why they'd be so quick to leave money on the table. Worse than that is the thought that they would somehow see the crippled LT versions as appropriate entry points for hobbyists, indies, and low volume freelancers.

    It would seem to me that the only reason for the current Indie initiative is to both make an appeal to the growing number of Blender users and to put a stop to the EDU license abuse, a problem that they created and perpetuated.

    In all of this talk of Maya Indie, one also has to wonder what their plan is for Maya LT. That's the real elephant in the room. Do they keep on selling that hobbled edition which, incidentally, actually costs more than Maya Indie? Do they transition current LT users to Indie? After all, there are a bunch of Maya LT users who are at the beginning or mid-way through 3 year subscriptions.

    What do they do with LT and its user base? I have a hard time imagining that they'd continue supporting it when it actually costs them money to do so. Maya Indie isn't a different program. It's the same old Maya with a different license. Abandoning LT and switching the user base over makes more sense, imo.

    If Autodesk somehow decides to keep LT going then it only shows that they STILL have no idea how to handle this middle group of users between students and studios.

    Honestly? I'd be very hard pressed to plunk down any money for Maya Indie when there's still so many unknowns. Maya Indie might be the gateway toward getting with the program and going industry standard, but Blender's future is far more secure. 3dsmax/Maya Indie seems like an experiment and anybody who signs up will just be the guinea pig. Until Autodesk provides some real answers, I'd be hard pressed to entertain their offering.

  • Zack Maxwell
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    Zack Maxwell interpolator
    My guess is this has been a test to see how viable it would be to phase out Maya LT entirely.
    It was a stupid idea to make it from the very start. It takes a lot of time and money for them to maintain an alternate version of the software, and the people using LT aren't likely going to move up to paying 10x as much later on for the full version. That hobbled feature set has probably done very little to mitigate pirating as well, and plenty of other software get by perfectly fine offering the full software to indies with only a license restriction based on earnings. The people who would try to lie about their earnings are the same people who would just pirate it for free instead. And no one making over 100k a year, or whatever the restriction is, would risk their entire career over a few grand a year.
    Creating a hobbled version just costs them more money without any reasonable return.
  • oglu
  • spacefrog
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    spacefrog polycounter lvl 11
    Not to spoil the party but
    You may not use the license on any project valued over $100,000 USD
    Thats a serious blow to my enthusiasm ...
  • thomasp
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    thomasp ngon master
    Nice! So in a way its still a gimped version. :p

  • huffer
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    huffer interpolator
    spacefrog said:
    Not to spoil the party but
    You may not use the license on any project valued over $100,000 USD
    Thats a serious blow to my enthusiasm ...


    So they're out in more countries now and they added more clarifications on the license terms:

    • You create and sell digital products and have been approached by a games company with annual revenues greater than $100,000 USD to provide them with an asset (whether off-the-shelf or custom built). You are paid a fixed price for the ‘product’ delivered. In this case if your revenues are less than $100,000 USD, so you can use Indie. Examples of assets can be 3D models, textures or even rendered images.
     
    • You are approached by an architectural company with revenues of over $100,000 USD to work as a freelancer creating a visualization for them. You are paid an hourly/daily/weekly rate till the project is done and the assets belong to the company – in this case you cannot use an Indie licence.




  • spacefrog
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    spacefrog polycounter lvl 11
    Yes - gladly they have cleared those issues up and all seems fine for my use cases with Max Indie
  • huffer
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    huffer interpolator
    I'm a little confused about using it for game art though; if you're a freelancer (with your own registered company), tick all the income boxes, but you're working full time helping a company with game assets, are you legible? Is the difference hourly pay versus pay-per-asset? Or is the difference related to the IP rights of the models you're doing? Some terms just seem to contradict themselves there
  • poopipe
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    poopipe polycount lvl 666
    The difference appears to be whether you're paid for a product/service or  paid for your time.

    This makes sense, you're effectively acting as an employee in the second case and therefore come under the licensing requirements of the company paying you.

    Item 14 on the page explains it pretty clearly 
  • huffer
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    huffer interpolator
    So it depends on how your contract is worded? Whether it specifies that you work 20 days/month for their project or whether you deliver assets (like 3d models)? I'm not sure what pay "for your time" means from a legal standpoint. Also they keep saying being paid for "a" product. Effectively if you're delivering more products like 3d assets full-time for a company, without an end-date (we have these kind of contracts here), isn't it exactly getting paid for your time or work-for-hire?
  • NikhilR
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    NikhilR interpolator
     huffer said:
    spacefrog said:
    Not to spoil the party but
    You may not use the license on any project valued over $100,000 USD
    Thats a serious blow to my enthusiasm ...


    So they're out in more countries now and they added more clarifications on the license terms:

    • You create and sell digital products and have been approached by a games company with annual revenues greater than $100,000 USD to provide them with an asset (whether off-the-shelf or custom built). You are paid a fixed price for the ‘product’ delivered. In this case if your revenues are less than $100,000 USD, so you can use Indie. Examples of assets can be 3D models, textures or even rendered images.
     
    • You are approached by an architectural company with revenues of over $100,000 USD to work as a freelancer creating a visualization for them. You are paid an hourly/daily/weekly rate till the project is done and the assets belong to the company – in this case you cannot use an Indie licence.




    Don't quite get how the second use case is any different from the first, both are end products that you're selling (flat rate or hourly contract) and in either case you could be an employee or an independent contractor.
    How is the first okay for use and the second is not? Makes no sense.
    (Though I've yet to meet an architecture visualisation firm that actually even uses a license lol)
  • poopipe
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    poopipe polycount lvl 666
    It's quite clear.

    If you sell the company a product eg. 50 models  you can use indie

    If you sell them your time eg. 50 days you can't use indie

    Its pretty similar to the way tax works (or is supposed to) for self employed Vs employed workers in the uk.

    Even if it wasn't, it's their product- they can choose whatever license arrangement they want
  • bounchfx
    Had not noticed this at all or even received any email from Autodesk about it. I would have expected to, being a Maya LT customer for the past couple of years. It's definitely a lot cheaper than LT when you add up the yearly cost, however I cannot seem to find any information about what it...actually... is? Is there a comparison chart vs LT or what's the difference? Is it literally just full maya with income restrictions?

    Edit:
    Did a bunch more research and it looks like it's just the full version of maya with some revenue caveats to make sure you aren't making more than 100k on your project. Pretty neat. I also noticed that LT is a similar price when paid yearly. I probably should have been paying yearly... D'oh.

    Wondering what the future will hold for LT though, if it's going to stick around or be woosh'd within the next couple of years.
  • onionhead_o
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    onionhead_o polycounter lvl 12
    personally i dont see a point in getting LT since they are the same price yearly.
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