1/28/2024 0 Comments Softimage 3d design guide pdfGiven the massive complexity of 3D applications, do you really think two years is a reasonable transition time frame? We basically realised along the way that this was going to be too monumental, even more disruptive and that there were other ways of doing this, including re-engineering core parts of out other applications, Maya and Max. In the end, that technology did not come to market. So, was there an expectation that we would be introducing new technology and we start replacing old ones? I think that would be true to say, yes.īut it was too early to start thinking about the exact mechanics of how this was going to play out. We wanted to build next-gen technologies and there was a lot of excitement about doing those things.Īt the same time, when you're building next generation technology, you're hoping, down the road, that those will replace your older ones. At that point, our company and division was growing very rapidly and we needed skilled engineers, and that was an opportunity to bring them on board. We'd already hired several engineers from that company. That was the primary driver behind why we wanted it. MP: The primary reason for acquiring the technology was to acquire the engineering teams, to have them work on next generation technology. Why did Autodesk acquire Softimage from Avid back in 2008 when it already had two 3D DCC apps? We did know that it was going to be difficult for Softimage customers, but we've tried to offer programs and make this as flexible as possible. The realisation in that planning process last year was that if we really wanted to accelerate the rate of development in Max and Maya then we needed to make some tough choices. And so we had to make some decision to focus if we wanted to serve our greater customer base and move our products forward at a quicker rate. Our Max, Maya and Softimage customers were all unhappy with the rate of innovation because of such changes and they want us to move faster to help them with that change.
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