> Autodesk tools (especially Maya) are way too expensive in what they deliver. I'm glad many big studios realized this in that they either build their own tools (Pixar/Dreamworks) or they adapt Open Source (Blender) and help improving it.
Cost isn’t the issue, it’s mainly the fact that Autodesk effectively put Maya on life support. Pixar is paying hundreds of software engineers in the Bay to develop their proprietary animation tools, which is most definitely not cheaper than a few hundred Maya seats per show.
This is a gross misunderstanding of everything in the industry.
Maya is far, far from being on life support. There are hundreds of studios around the world that use it, and autodesk do substantial development in Maya till date including updated adding USD, Bifrost and parallel graph evaluation.
The fact that Pixar have their own animation package (Presto) has nothing to do with Maya whatsoever.
The first ancestor to Presto effectively predates Maya. They've developed a lot of custom tooling and workflows around it for animation. They still use Maya for many aspects outside animation like modelling etc...
Similarly DreamWorks and rhythm and hues also had their own proprietary animation software (premo and voodoo) for similar reasons but still use Maya for other purposes.
Autodesk laid off the entire R&D staff of Maya (outside of Bifrost, which was an acquisition a few years ago and is now a one person show, mainly) and transferred ownership to their maintenance engineering division, if that isn’t life support I don’t know what is.
I think saying it's far from being on life support is really pushing it...
Maya's USD support so far is effectively just Animal Logic's open source stuff bundled with Maya, Bifrost is indeed the one place they're actually still doing development (as they still have that R&D team), Parallel graph evaluation in 2019 and 2020 are really just riding the coattails of work they did a few years ago.
Improvements to rendering infrastructure (Arnold) are orthogonal as far as I'm concerned as it's done by the SolidAngle team they acquired a few year ago.
They're effective keeping it running (moving to newer Qt versions and the future Python 3 version for VFX platforms in line with other DCCs) as far as many people are concerned, which at a stretch could be construed as "on life support".
> Cost isn’t the issue, it’s mainly the fact that Autodesk effectively put Maya on life support.
Maya isn't on life support, it's simply that so many studios augment Maya with their own tools & pipeline that it's not necessary for Autodesk to update it with the same frequency that Alias did. It's effectively an OS for 3D content creation for some of the larger shops.
An interesting point of view, which entails an important question: in which ways is Maya superior to Blender in such a platform role? Is Blender going to catch up?
If Maya is only adopted because of habits and ongoing projects, investment in training and customization, and network effects it has no future.
Autodesk is doubling down on CAD and engineering (their leadership has even said so publicly) — VFX and animation is just a much smaller market. I personally think this is very short sighted.
Pixar have always developed and used their own in-house animation tools, it's a big part of their culture. I seriously doubt they'd be using Maya (or anything else) regardless of how advanced it was.
Very cool! Glad to see Nucleus still getting some love, Jos would be happy — I was talking to a Pixar effects fellow at SIGGRAPH and was under the impression that Houdini’s constraint solver thing had spread like wildfire in that department.
Cost isn’t the issue, it’s mainly the fact that Autodesk effectively put Maya on life support. Pixar is paying hundreds of software engineers in the Bay to develop their proprietary animation tools, which is most definitely not cheaper than a few hundred Maya seats per show.