相關(guān)報(bào)道: 譯文 :Autodesk收購(gòu)Alias,這意味著什么?3d領(lǐng)域的兩個(gè)看起來(lái)完全不同的代表人物:Maya和3ds Max現(xiàn)在分享同一個(gè)父親。當(dāng)我聽到這個(gè)消息,就像很多人一樣,我感到迷惑。這對(duì)未來(lái)意味著什么,對(duì)我們?cè)?d的世界選擇哪里去投入我們的時(shí)間和精力呢? I had an opportunity to speak with Dave Wharry, Vice President, Global Sales & Marketing, Alias, and Marc Petit, Vice President of Product Development and Operations, Media & Entertainment, Autodesk after preparing some questions based on all of the threads and personal conversations I had with many of you in both the Maya and 3ds Max communities. Since this was a voice conference I am summarizing a lot of the answers to my questions. 譯文:在看了很多帖子和與Maya以及3ds max社區(qū)的許多人談話后,我準(zhǔn)備了很多問題,帶著這些問題,我有幸能夠和Alias的全球銷售和市場(chǎng)副總裁 Dave Wharry先生和 Autodesk的媒體和娛樂部產(chǎn)品開發(fā)和運(yùn)作的副總裁Marc Petit 先生對(duì)話。由于我和他們是口頭對(duì)話(而不是文字的),所以我概要而言許多問題的答案。 I wanted to start with the basics. Why exactly did Autodesk acquire Alias? My exact question was 譯文 我希望從基本問題開始:究竟是為什么Autodes要收購(gòu) Alias?對(duì)這個(gè)疑問我是這樣提問的: "It is apparent by looking at the revenue sources of Autodesk and Alias, that the entertainment divisions are only a small portion of the respective company revenues. Is it fair to say that this acquisition was more about the industrial design, automotive, market and technology acquisition and less about how to mix Maya and Max?" 譯文: 很顯然,從Autodesk and Alias收入的來(lái)源上看,娛樂部門的收入只占很少的一塊,所以可以直接的說(shuō)此次收購(gòu)的目的更多的是工業(yè)設(shè)計(jì)、汽車、市場(chǎng)和技術(shù) ,而較少是希望混合Maya和Max? The answer was not what I expected. Dave noted that the majority of Alias revenue came from the entertainment industry. One of the major reasons for the acquisition was not something I had posed in my question, but was about the synergies that could be created through both the high end film market where Maya and the Discreet product line (Inferno/Flame, Fire/Smoke, Lustre) are at the heart of many industry leading production pipelines in film, high end post and visual effects. Similarly, many game companies have built hybrid pipelines where 3dsmax works in conjunction with either Maya or Motionbuilder. According to Alias and Autodesk the variety of clients that use Maya or 3ds Max use them for different reasons throughout their pipelines or choose to use one over the other because they fit their needs more adequately 譯文 然而答案超出我的預(yù)想。Dave (Alias)指出Ailas的收入主要是從娛樂業(yè)來(lái)的。收購(gòu)的主要原因不在我提問中列出的原因中,而是Maya和Discreet 產(chǎn)品線(例如Inferno/Flame, Fire/Smoke, Lustre)是很多電影高端、后期處理和特效工業(yè)領(lǐng)先的產(chǎn)品流水線的心臟。類似的,許多游戲公司采用3dsmax和Maya或者M(jìn)otionbuilder組成了混合的流水線。根據(jù)Alias和Autodesk的經(jīng)驗(yàn),不同的客戶選擇一個(gè)產(chǎn)品而不是另外一個(gè)產(chǎn)品是因?yàn)槟且粋€(gè)更加符合他們的需要。 Ok, but aren t Maya and 3ds Max directly in competition? The short answer, No. Not as Autodesk sees it. They feel by owning both products and by changing the product marketing where necessary they can show the differences in the products and let the client decide which is better suited for their needs in each area. Also by focusing on the development synergies of the product they will be able to offer a better work flow between both applications. Maya is on the Mac and Linux for instance, 3ds Max is not. Mac users will therefore choose Maya when deciding which 3d product to buy from Autodesk. 譯文 好了,但是Maya和3ds Max 之間不存在直接競(jìng)爭(zhēng)嗎? 簡(jiǎn)短的回答是:沒有,不想Autodesk 看到的那樣(譯者注釋:這里還是Alias的Dave在回答,Dave認(rèn)為Maya和3ds max之間沒有直接的競(jìng)爭(zhēng),而從上下文中可以看出Autodesk則認(rèn)為Maya和3ds max存在直接競(jìng)爭(zhēng),所以從上下文看出Autodesk希望消除它們的直接競(jìng)爭(zhēng))。他們(Autodesk) 感覺有必要擁有兩個(gè)產(chǎn)品并且通過改變兩個(gè)產(chǎn)品的市場(chǎng)方向,他們可以展示兩個(gè)產(chǎn)品的不同,并且讓客戶選擇在各自的領(lǐng)域哪一個(gè)更適合他們的需要。同樣我們的目光聚焦在開發(fā)配合上,他們(Autodesk)能夠?yàn)閮蓚€(gè)產(chǎn)品提供更好的工作流程。,例如, Maya可以工作在Mac和Linux平臺(tái),而3ds Max不能,所以 Mac用戶在選擇Autodesk的3d產(chǎn)品的時(shí)候會(huì)選擇Maya。 So that got me to my next question before I had a chance to ask it; "will there be a best of both worlds product... a mayax or maxa?". The answer: At least not in the foreseeable future (product lines are only planned out for 3 years and there is no plan for that to happen during that time). They made it clear and emphasized this point. "we will maintain separate development teams, make no changes to resource commitment, funding the development of each product separately while moving forward. no changes whatsoever". They will "remain separate and focus on interoperability" to make things work. Marc joked about hoping to see a 3ds Max version 20 and a maya v20 -- although it was a bit far out to give me a commitment to! He also stated "By sharing designs we will be able to adopt similar representations and metadata in both packages which will help information flow much better throughout the production pipeline. For example; we could make sure that rendering and compositing happens in the same color space or enable material representations and complex animation constructs to flow freely between packages. As demonstrated by the delivery of the Vault with 3ds Max 8, our customers will benefit from many of the collaboration and workflow technologies that Autodesk is developing in other market verticals." 譯文:所以當(dāng)我有機(jī)會(huì)提問的時(shí)候,我就想到了我的下一個(gè)問題:會(huì)不會(huì)有一個(gè)最好的產(chǎn)品:一個(gè)叫做 Mayax 或者 maxa的東西? 回答是:至少在現(xiàn)在可預(yù)知的將來(lái)(軟件產(chǎn)品開發(fā)計(jì)劃只計(jì)劃 3 年,至少在這一段時(shí)間不會(huì)出現(xiàn)這個(gè)計(jì)劃)。他們(Autodes和Alias)很清晰的表達(dá)并且強(qiáng)調(diào)這一點(diǎn)。“我們會(huì)保持分離的開發(fā)團(tuán)隊(duì),對(duì)兩個(gè)產(chǎn)品的資源和資金都不會(huì)改變,無(wú)論什么都不會(huì)變。它們會(huì)保持獨(dú)立并且致力于互用性。Autodes的Marc開玩笑說(shuō)希望看到 3ds max 20和Maya 20,但是這個(gè)太遙遠(yuǎn)了以至于不能看作是一個(gè)承諾。他同時(shí)宣稱:采用共享的設(shè)計(jì),我們可以在兩個(gè)產(chǎn)品中采用相似的表達(dá)方法和元數(shù)據(jù),這樣有助于流水線的信息流。舉例來(lái)說(shuō),我們可以讓渲染和合成采用相同的色彩空間,或者讓材質(zhì)表現(xiàn)和復(fù)雜動(dòng)畫創(chuàng)建自由在不同軟件之間傳遞。” Dave brought up a recent acquisition in Autodesk to use as a comparison. He pointed out that when Autodesk acquired Revit for the architecture space users felt it was in direct competition with Architectural Desktop a product they already owned. "Both teams remained intact, both products remain separate, and grow separately still today". This is a perfect example of a sucessful implementation of just this concept in the 3d space. 譯文 Dave以Autodes的最近一個(gè)收購(gòu)案為例作為比較,他指出,當(dāng)Autodesk收購(gòu)Revit的時(shí)候,建筑界用戶感覺和他們已經(jīng)擁有的Autodesk 建筑軟件Architecture Desktop 直接沖突。“兩個(gè)團(tuán)隊(duì)都保持完整無(wú)缺,兩個(gè)產(chǎn)品保持分離,并且直到今天各自都在成長(zhǎng)。這是應(yīng)用這個(gè)收購(gòu)理念成功實(shí)施的一個(gè)完美的例子,3d 界也一樣。 Realistically, we see this all the time in other industries. Just look up how many competing companies Pepsi Co owns. We, in the 3d community, are just so used to software being merged when we hear acquisition we all jumped a bit soon. I guess those Softimage/Microsft and Alias/Wavefront days stay close in our memory as 3d users. 實(shí)際上,我們總是可以在其他的工業(yè)界也看到這樣的例子。只要看一下百事可樂擁有多少相互競(jìng)爭(zhēng)的企業(yè),就可以了。我們?cè)?d領(lǐng)域,只要聽到軟件收購(gòu)我們就跳起來(lái),看來(lái)是太著急了。我想當(dāng)年Softimage /Microsoft和Alias /Wavefront 合并還停留在3d用戶的記憶里。 They tell me that both 3ds Max and Maya have seen great sales growth over the past year but the growth has been in complimentary areas. They are confident that by owning both products not only can they invest more in the 3d space but create new work flows, share work flows, and integrate better open source standards. Marc continued; "Having the industry s best portfolio of creative tools under one company will lead us to invest more and faster into these applications. We will be able to bridge some existing gaps into the current production workflow, offering solutions from pre-visualization, to production, post-production and mastering. FBX, a freely available toolkit, will be at the heart of our interoperability strategy. Autodesk and Alias share the vision of an open, connected production environment based on industry standards." 譯文:他們告訴我,3ds max和Maya在過去的一年都獲得了很大的銷售增長(zhǎng),但是是在各自相應(yīng)的領(lǐng)域。他們有信心,擁有兩個(gè)產(chǎn)品,他們就不僅可以在3d領(lǐng)域作更多的投資,而且可以創(chuàng)造新的工作流程,共享工作流程,并且在打開標(biāo)準(zhǔn)的源文件整合的更好。Autodesk的Marc進(jìn)一步說(shuō):在擁有了業(yè)界最好的創(chuàng)造工具之后,我們將在這些軟件上投資更多更快。我們能夠?qū)F(xiàn)有的工作流程之間的隔閡填平,從預(yù)覽到生產(chǎn),從后期處理到控制,我們都可以提供一個(gè)解決方案。FBX,一個(gè) 免費(fèi)的工具包,將會(huì)是我們協(xié)同工作地核心 。Autodesk和Alias將會(huì)共享一個(gè)美好遠(yuǎn)景:一個(gè)開放的可以互聯(lián)地基于工業(yè)標(biāo)準(zhǔn)的產(chǎn)品環(huán)境。 Understanding clearly that each product will remain separate we can get back to looking to the future of 3ds Max and Maya separately. Many 3ds Max users have expressed their concerns to me off-line. So I asked: "Max users have been awaiting a new rewrite, but they are also very invested into the 3ds Max paradigm and work flow. Will there be another Max rewrite or will there ultimately be a new product that combines the best features of Maya and Max?" Marc explained that with the recent restructuring of Discreet and movement of the 3ds Max development team to Montreal they have been able to really focus on the outstanding issues and tune up performance and work flow without the need for a rewrite. "3ds Max 8 is a gigantic step forward in performance" Marc stated, and referenced the extremely positive response they have been getting from their beta sites. "The Montreal team has focused heavily on development". 譯文 :當(dāng)理解了每個(gè)產(chǎn)品都會(huì)保持獨(dú)立,我們?cè)诨氐?ds max和maya各自的前途這個(gè)問題上。很多3ds max用戶對(duì)我表達(dá)了他們關(guān)注,所以我問:Max用戶期待一個(gè)重新改寫,但是他們同樣在3ds max 上花了很多投資和工作流 。會(huì)有另外一次Max被重寫嗎,或者會(huì)有一個(gè)超級(jí)的軟件融合了3ds max和maya的長(zhǎng)處嗎 ? Marc解釋說(shuō)最近discree 被重組,并且3ds max開發(fā)組遷移到蒙特利爾,他們能夠真正的關(guān)注這一次杰出的發(fā)布,調(diào)整軟件性能和工作流,而不需要內(nèi)核重寫。“3ds Max 8 在性能大大前進(jìn)了一步”,Marc說(shuō),從Beta用戶的正面回應(yīng)來(lái)看,蒙特利爾團(tuán)隊(duì)已經(jīng)真正集中精力在開發(fā)上面了。 With Autodesk s deeper pockets the Alias divisions should be able to see more budget for R&D and by sharing intellectual property both divisions should be able to develop their products in ways not possible in the past. The bottom line; there will be no Mayax or Maxa in the foreseeable future. There will be no mixed team, no one product development team taking over the other s plans. There will be no major changes to the future of our products as we ve seen them aside from working with the suite of Autodesk products much more seamlessly. They will share intellectual property and focus on interoperability not only between the 3d products but with their existing 2d lines. At the end of the day Autodesk will profit whether a buyer chooses Maya or 3ds Max, and maybe in some cases a client will choose both where in the past they would not have. 譯文 :隨著Autodesk將Alias掌握在口袋里,Alias能夠看到能夠的研究和開發(fā)投資預(yù)算,隨著共享知識(shí)產(chǎn)權(quán),兩個(gè)部門都可以以過去不能看到的速度開發(fā)。有一個(gè)底線是:在可預(yù)知的將來(lái),將絕對(duì)不會(huì)有一個(gè)Mayax或者maxa出現(xiàn)。將不會(huì)有混合團(tuán)隊(duì),也沒有一個(gè)團(tuán)隊(duì)會(huì)接受另外一個(gè)的計(jì)劃。將來(lái)我們的產(chǎn)品將不會(huì)有重大的變化,除了他們將會(huì)配合的更加天衣無(wú)縫之外。他們將會(huì)共享知識(shí)產(chǎn)權(quán),以便不僅能夠在3d 產(chǎn)品之間互用和協(xié)同工作,而且和一個(gè)2d的產(chǎn)品線之間也是這樣。最終有一天,無(wú)論用戶購(gòu)買Maya或者3ds max,Autodesk都將獲利 ,也許有些時(shí)候他們兩個(gè)都買呢。 Regardless of whether or not you think this is a smart business move for either party, I think Maya and Max users can all rest a little easier knowing 3ds Max will remain 3ds Max and Maya will remain Maya... 譯文:不管你認(rèn)為這是否是一個(gè)明智的商業(yè)交易與否,我認(rèn)為,Maya和3ds max用戶可以放輕松,3ds max 將還是 3ds max,而 Maya將還是 Maya ……… |
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