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greenknight | 11 months ago

I have been working in the CG / 3D industry for quite some time... when i first started about 15 years ago... Maya was the default... everyone knew it, it was THE default. That being said we have been on blender since 2.5 days.

I was talking to someone on the weekend, and found out they were studying animation... i was like oh so youre using Maya? they were like whats maya?

There has been a massive shift. I think there was a new era brought about when 2.8 was released. With it, they really pushed their dev fund, which helped them to get better, which made them bigger, which got them more donations, which made them get better. Cyclical loop.

Im excited to see where they go next.

discuss

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CobrastanJorji|11 months ago

There's a great lesson here. People will want to use what they learned, and if they can't learn on your software, they won't be inclined to try it later. It doesn't really matter for the first five years or so of your company, and that's longer than most startups exist, but once you're #1, you need to start thinking about the pipeline of new people. There's not a lot of motivation for individual employees (even CEOs) to think this way because they probably won't be in the role by the time it matters, but it's important.

Would Blender have taken off as fast if Maya had a free tier? I doubt it.

ryanjshaw|11 months ago

Whenever I encounter an interesting non-niche new technology with "contact us for a demo/pricing" language, I bounce.

When a new project comes along and we need to make a technology decision we will, as a matter of due diligence, reach out to all the relevant vendors. But there is an "existing experience in team" evaluation criteria for these technology decisions, and the "contact us" vendors fail miserably there - their tech needs to be extra impressive to overcome that hurdle.

rolandog|11 months ago

Yes. I highly recommend watching this video [0] — "For-Profit (Creative) Software" by EndVertex — about how some essential programs price out regular people with their insane licensing models... In turn making people's skills nontransferable.

[0]: https://youtu.be/I4mdMMu-3fc

baq|11 months ago

> People will want to use what they learned, and if they can't learn on your software, they won't be inclined to try it later.

This is why Microsoft never seriously pursued piracy of Windows and this is also why Windows was never a market leader on servers. This is why Postgres won databases even though it’s clearly an inferior product to Oracle, MSSQL and DB2. This is why CUDA is the defacto standard in GPGPU. This is why every saas business must have a free tier. Etc.

tobr|11 months ago

On topic, this excellent video essay (?) that’s been making the rounds recently[1]. Highly recommended.

1: ”For-Profit (Creative) Software” by EndVertex https://youtu.be/I4mdMMu-3fc

_fizz_buzz_|11 months ago

I think this is also one of the reasons that KiCad is making such in-roads into the electronics industry. For 90% of companies it does all the stuff you need and hobbyist can afford it and learn it and experiment with it.

flohofwoe|11 months ago

Autodesk tried that from time to time. AFAIK as a student you can still get a free Maya, and there also was a very cheap (but massively stripped down) version for indie game devs. But there was always one or another string attached.

IMHO what really killed Maya wasn't necessarily Blender itself, but Autodesk's strategy of first becoming a defacto monopolist in the area of commercial 3D software and then tightening the subscription screws on their existing users. Of course that strategy doesn't work when there's a free alternative to migrate to.

stevage|11 months ago

That's why a lot of companies like this offer big education discounts, so that university students get to use it for free and get hooked.

swiftcoder|11 months ago

> Would Blender have taken off as fast if Maya had a free tier? I doubt it.

Maya's own success was heavily based around a cheap license for students. IIRC it was only about $100, as opposed to nearly a grand for the professional license.

noduerme|11 months ago

Unless you're Adobe, in which case you just keep making your software worse every year and everyone still has to learn it.

omcnoe|11 months ago

See also Microsoft's struggle to maintain mindshare in the early 00's/10's, when the only way to develop on Windows was to pay thousands of dollars for VS licenses and platform documentation.

xmprt|11 months ago

I remember hearing about Maya when I was studying in college. It's was so expensive and essentially unobtainable unless you were in the industry. Blender has democratized 3D modeling and animation so much.

Cthulhu_|11 months ago

Everyone I heard about that did graphics or 3d modeling as a non-pro pirated the software. In hindsight, these companies priced themselves out of the market, because you can't compete with free. And they underestimated hobbyists.

Keyframe|11 months ago

I would argue it was Amiga and PC (windows NT) that did that due to affordability of the machines and rampant piracy. I worked with 9.5 versions of software (Poweranimator) that later became next iteration of it called Maya 1.0. Poweranimator, later Maya, and Softimage (retroactively called SI|3D since there was XSI later) were the golden standard. One for animation (Softimage) the other for everything else. Prices were similar. This is mid to late 90's - ~$15k for base software and then around the same for each of the modules like Kinemation and Dynamation. You'd run up, with discounts, to like 30-40k in 90's bucks without SGI machine itself. You were basically facing a $100k investment per workstation if it were Indigo2 or later Octane. To top it off, there were things like IFFS from Autodesk like Flame which were ~3-5 as much. On the other hand you had an Amiga with Lightwave or Cinema4D or later Windows NT box with 3dsmax which were, everything accounted for, ~2-8k all around. Blender started out on SGI btw.

I've exited the space since, since it's a crap and nasty business, but kept it as a hobby. Personally, I've had a lot of problems getting into Blender over the years, especially since the great UI consolidation of all of major 3D apps in early 2000's. Blender was just different, but not Zbrush different. There was just something off with it that made my muscle memory angry. Somewhat like Gimp. However, recently that has changed. Revamp of few key areas in Blender made it actually quite easy to get into it and knowledge of all the other apps over the years made it a one-week transition.

I still prefer animation in Maya though. It's an old friend, after all. We'll see until when.

larusso|11 months ago

For me 20 years ago there was also the fight between Maya and Max. But yes Maya was the standard. Our company switched also to blender which would have been crazy 10 years ago. It’s an awesome story for Blender and it community and of course the people given their heart and some into this software.

0xbs0d|11 months ago

I started doing 3D on the Amiga so I grew up using for the most part Lightwave and later moved to Softimage (until those cunts at Autodesk killed it). I also managed to get a copy of Maya 1.0 beta (it was 0.9x something) from a friend that had friends at a big studio.

I remember how everyone was very into 3DSMax for the longest time. Then everyone was into Maya. Briefly some people even switched to Modo.

Blender has come a long way from v2.x where some people started to use it. It's brilliant seeing how many people have adopted it. I also noticed a strange shift in knowledge. Like something has been lost in translation. Many 3D concepts are getting rediscovered today by a generation that never heard of 3DSMax, LW, SI, etc. It's a fascinating.

noduerme|11 months ago

No love for Cinema4D? I don't do 3D professionally, but I've played with it since the 90s (Strata 3D, Infini-D, RenderMan, Playmation). I've subbed in as an artist on some motion graphics projects here and there. I've never found anything as comfortable as Cinema4D, to me. For software with such a vast number of options, Maxon makes the UI somehow fairly comfortable. And every time I've tried to play with Blender, it seems extremely daunting.

brulard|11 months ago

25 years ago as a teenager, having no access to hi-end software, I downloaded manual for Cinema 4D and read it start to end. I used imagine 3D on my Amiga at that time. It took minutes just for the preview of the material to render. Few years later when finally got a pirated copy of Cinema 4D I found myself understanding the software quite well just from the manual and until today I find the interface very nice and user friendly. I'm glad current Blender is quite similar in this regard.

dagw|11 months ago

I used to work in the field and Cinema4D seemed to be the go to tool for just about every solo freelancer in the business. Yet I basically never saw it at any studio I ever ran across.

yobbo|11 months ago

Maya was always pirated by amateurs. The reason it fell out of fashion is probably because torrenting/pirating stopped being seen as "appropriate" for amateurs or learners.

Vespasian|11 months ago

Obviously Autodesk is massive beyond Maya and animation.

Do you expect this to influence their profits significantly? If yes when?

Did they already "react" to Blender (e.g. by speeding up development)?

raincole|11 months ago

Autodesk changed their pricing model in 2019 (added an indie tier). That was their reaction to the competition.

Besides that, Maya did get quite some animation features lately. But in the end Blender has got "good enough and free" state and there is nothing Maya can do about that.

That being said, Maya isn't going away anytime soon. There are just way too many Python scripts called Maya API in the industry.

mistercheph|11 months ago

No matter how large the lead may be today, autodesk (and next-in-line Adobe) are case studies in why OSS will always win given enough time because although OSS can suffer from many chronic and debilitating diseases, they rarely catch the fatal ones that plague commercial software development.

Yes, the OSS development structure leads to projects that lag behind proprietary solutions for amounts of time that are measured in decades, but nobody will ever have to re-write GIMP from scratch because the market had a bad hair day and somebody got acquired by a sovereign wealth fund that gets bored and runs the project into the ground. That doesn't change anything about the fact that e.g. GIMP, or freeCAD suck today, but someone(s) will almost certainly still be carrying those torches in 50 years, or the torches of superior FOSS competitors. And in the next 50 years, Adobe and Autodesk will almost certainly suffer total death or become skeleton crews that only service legacy clients, and when that happens, all of the collective human talent that went into building those tools and human experience into mastering their use will burn up into the screaming void while GIMP chugs along, putting out a release candidate for their GTK4 port.

edanm|11 months ago

> Do you expect this to influence their profits significantly? If yes when?

(Context - former Autodesk employee, though obviously all views here are my own, and I'm not commenting on anything I had any involvement in or direct knowledge of - only publicly available information.)

Look up where Autodesk's profits come from sometime, and you'll see that 3d animation is close to meaningless to Autodesks's bottom line, at least in terms of direct profits. I just asked ChatGPT and assuming it's accurate (I haven't double checked but it fits with what I vaguely remember), the Media & Entertainment product families, which include 3ds Max, Maya etc, make up only 5% of total revenue, as opposed to: Architecture, Engineering, and Construction (AEC) (48% of revenue), AutoCAD and AutoCAD LT (25% of revenue) and Manufacturing (MFG) (20% of revenue).

n3storm|11 months ago

Looking at you Adobe (¬⤙¬ )