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Our 2011 Releases are “Suite”!

Posted by Area Editor, 9 March 2010 12:00 am

It’s now public! Our 2011 line up of 3D products has been announced. Next month (April) will mark the first time we release the entire Autodesk Media & Entertainment portfolio of 3D products on the same date. Even though Maya, Softimage, Mudbox and MotionBuilder 2010 released just 6 months ago, we’ve been able bring you some very significant increases in performance and capabilities in the new 2011 versions.  

I’m really proud that our product development teams pulled this off, especially considering the year that 2009 was. Last year, our teams went through some pretty radical transformations. We reorganized ourselves to maximize commonality and interoperability between applications. Whereas in the past we had individual product designers focused on product features, we now have design teams that focus on workflows that can involve multiple products. A good example is our “portable character” project for character animation. Another example is rendering – our new cross-product team is bringing you a single mental ray for all our 2011 products and Common Materials across select applications.

Commonality does not mean uniformity. We keep in mind the different requirements that we hear from users of different products. A couple of years ago, our CEO Carl Bass launched an initiative to raise the level of visual quality in the viewport of every Autodesk application. This led to the development of a very powerful graphics system known inside Autodesk as OGS (One Graphics System).



It was interesting to see how product teams reacted differently to this opportunity. The 3ds Max team chose to create the Quicksilver renderer on top of OGS and bring tenfold speed and quality improvement to offline rendering, while the Maya team chose to integrate it in the viewport and bring the 10x speed up and quality increase to the interactive display of complex scenes for film previs and games level editing.

Similarly, Carl launched an initiative on direct manipulation. Initial results are in the 3ds Max 2011 modeling tools, as well as in the cool new Inventor Fusion modeller (don’t miss it at http://labs.autodesk.com/fusion/). You can expect to see many of these innovative, intuitive tools and OGS in other Autodesk applications.
We introduced our Entertainment Creation Suites back at SIGGRAPH 2009 and so far we’ve received tremendously positive feedback and seen great adoption of the suites. Users are clamouring for more interoperability and integration, and that’s what our 2011 releases are delivering with much improved interop between Mudbox and MotionBuilder and Maya and 3ds Max.

We’re not in the bells and whistles business. One of our top priorities for our releases is to make sure you can get the most out of current hardware with multi core CPUs, multi-GPUs and 64bits. Whether it is our new GPU-accelerated graphics system for Maya and 3ds Max, new multi-threaded operators in Maya, GPU-accelerated blend shapes and graphics for MotionBuilder or 64bit OSX support for our Mac applications, the primary goal for each and every release is to make a step forward in performance. We know that it is all about speed and our 2011 releases bring a lot in this area. Try them out!

I don’t want to sound like an infomercial but there is a lot to say about these releases. Here are my favourite new features:

  • 3ds Max 2011 leads the rendering revolution with a node-based material editor, a new GPU renderer fully compatible with the viewports and mental ray and a new HDR compositor based on Toxik technology featuring an amazing vector paint module!
  • MotionBuilder 2011 is all about enabling performance capture and virtual cinematography workflows with increased FBX interop with 3ds Max and Maya and GPU acceleration of skinned characters for raw performance. With support of PhysX, it’s a game engine for animators but also for directors and cinematographers.
  • With brand new in-product community sharing, vector displacement maps, posing and deform tools, better Photoshop and Maya interop, Mudbox 2011 is leaping ahead.
  • Face Robot becomes a must-have for everyone with automatic lip-synching and improved interop with 3ds Max and Maya, and ICE kinematics promises some innovative ways to create rigs inside of Softimage 2011.
  • FBX 2011 adds support for animation layers, python, referencing and LOD, making it the glue for production.
  • And Maya 2011 delivers multiple breakthroughs. The new OGS-based graphics pipeline delivers much improved performance. The new Qt UI gives Maya a modern look that’s more consistent and easier to learn and at the same time, allows for more customizability of the UI and better visual integration of plug-ins. That’s huge news for the many of you who tailor Maya for your production pipelines. New skinning technologies and live HumanIK motion retargeting will dramatically cut down the time it takes to create high-quality, believable character animation.

The feature that fascinates me the most is the camera sequencer. Our team designed this brand new Maya feature that introduces 3D editorial to Maya. Later, we collaborated with the Sony Pictures Imageworks team; they helped us refine our design. Finally, we tapped into the knowledge of the Smoke team to make sure that we had smooth workflows and data interchange between Maya 3D editorial components and first-cut editorial systems like Final Cut and Avid and finishing systems like Smoke on the Mac and Flame. The result is amazing. With Final Cut, Maya and Smoke all on the same Mac platform that can exchange EDLs and cut lists, we’re enabling new innovative previs and 3D editorial workflows. A 3D storyboard/prototype of the shot/film/commercial/game can be kept up-to-date with all the editorial changes!

We’ve also announced new versions of our games middleware in time for the Game Developers Conference this week in San Francisco. Kynapse 7, our AI and pathfinding middleware, is now plug-and-play with a new easy API for simple integration in many games engines and super fast path-data generation. The new HumanIK 4.5 is now tightly integrated inside UnrealEd so that complex character-character interactions can be authored graphically and interactively – no programming required anymore. Many games engines such as Unity, Trinigy Vision Engine and Epic’s Unreal Engine now feature improved FBX import pipelines.

It’s not your daddy’s CG anymore! We’re seeing lots of new techniques to produce content for film, TV and games, and I sincerely hope that our 2011 products help you extract the maximum performance out of your hardware and get you into the brave new world of Digital Entertainment Creation with previs, 3D editorial, virtual cinematography, performance capture, sculpting, believable characters, realistic facial animation, and stereoscopic compositing and finishing.

I hope I’ve managed to share some of the pride and enthusiasm that we have here about our 2011 releases. The big prize for us is when we get to see the stunning pictures and stories that you create with our tools. I can’t wait to see where you’ll be able to go with our 2011 software.

 

Rock on,
-mp

 

6 Comments

Cheesestraws

Posted 10 March 2010 8:40 pm

Certainly seems a better way of organising the teams. I do wonder how you deal with the Maya team being in a different city though.

mehmed

Posted 14 March 2010 10:13 am

Watched the live GDC demos :O
I'm liking the direction Maya & Mudbox is taking.

I hope the integration will evolve to the point,
where Maya has the "exact same Mudbox viewport" capabilities.

Brush model & paint in Mudbox >
switch to Maya to see your character with flattened texture and sculpt layers, check it in action.
Back and forth. With a live connection.

Oh and the nice pose tool in Mudbox... I'd love to have that in Maya too!

Again congrats for the lineup.

Samuel Plante

Posted 14 March 2010 3:37 pm

2011 WILL BE A GREAT YEAR!

Marc Petit

Posted 16 March 2010 4:54 pm

Thank you guys for the kind words.

@mehmed: I sent your note to the Maya team ;-)

ZhiyuanS

Posted 1 April 2010 1:08 am

Hi,i am trying to install redhat 4.6 modified on hp Z800 workstation, the install CD stopped at "loading mptsas.....", then it stopped there. What can i do to make it continue to install?

thanks ~

sunil00675

Posted 11 July 2010 4:41 pm

HI. ITS A PLEASURE HAVING THAT MUCH OF INFORMATION.

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