Hi,
Any idea when Maya 2019 release ?
thanks alot
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Since new Maya was not presented at Siggraph this year, it will probably be released in October. Remember guys, this program is from the 90's - just maintaining the old codebase and fixing bugs is a lot of effort. Adding new features (or in other words buying and incorporating outside plugins) is a lot easier than changing old stuff, so that is probably why we will not see too many "groundbreaking" things in Maya. (Remember this couple years old presentation about R&D work on modeling workflows in Maya? Now we are going back to Mudbox...) At the same time people have to remember that Maya is still changing even when it doesn't appears like it. They implemented Qt (that was a huge effort), they introduced Python API, then Python API 2.0 and support for Python 3.x is coming, meanwhile Maya team tries to support a lot of open source project like OpenColorIO, Open Subdiv, Alembic, and more. To "normal" user those things are almost invisible but they are very important when it comes to keeping software up-to-date.
Hi @Anonymous
I can't say when 2019 will be released but I assure you our devs are working hard on it everyday to get it to gold and release for the public as soon as possible!
All the best,
Sean Heasley
Technical Support Specialist
Autodesk Here to Help | My Screencasts | Autodesk Virtual Agent | How To Reset User Settings | Installation and Licensing Forum | Maya Certified Hardware |
We look forward to the R&D team releasing the new version of Maya as soon as possible, adding more intelligent multi-foot binding capabilities.
Teach your kids 3D, the version doesn't matter. They will not miss out on anything they cannot learn once the new version hits.
Hi!
You can stop asking. Autodesk will not provide any release dates until the version to be released is finished and if it's finished they will place a note in the forum.
No doubt the team is working hard on the next version, but the way I see it, the longer between significant updates to the product, the less valuable the subscription is. Yet the price remains the same.
Personally, I favor bug fixes and improved functionality over new functionality.
I work heavily with precise node layouts using containers in the hypergraph and lost month because its so slow and buggy. And also, I work heavily with references. And the reference system is also still buggy. Hopefully that will be fixed somehow...
I couldn't agree with this statement more!
//soapbox on
The basics haven't changed (and won't change in our lifetime) on understanding translation and locomotion, kinematics, and the concepts behind scene assembly (lighting/cameras etc). I also disagree with another poster on this thread who is inclined to go to Houdini because in VFX the "clients are asking for something that's not been seen before..." This would be like telling Michelangelo that he was using the wrong type of scaffolding to paint the Sistine Chapel and therefore couldn't come up with something that someone hasn't seen before.
Tools are tools are tools are tools - whether it's a Ryobi or a Craftsman, or Maya or Houdini - it doesn't matter! A sign of a terrible car mechanic would be one who complains that he simply can't fix your car because his wrenches came from Wal-Mart and not Snap-on. In software, it's obvious that some tools have a better capability than others in producing an end result quicker - but I'm sorry, if you know what you're doing as an artist, it doesn't matter if you are sitting in front of Maya 2011 or 2019 - or Lightwave, Modo, Blender or Houdini - or Zbrush + Keyshot (which has some very basic animation capabilities) - even DAZ, Poser or iClone. The concepts translate across the platforms exactly. In fact, the real time rendering capabilities from a gaming engine like Unity or Unreal put them now head-to-head with DCCs in many respect for cinematic arts. It's really all up to the humans behind the keyboards, wacom tablets and mice using the tools, not the dev team at Autodesk, to make CGI work look nice[!]. That's like asking the knife manufacturer Wustoff to cut the watermelon for you next time. Geez people.. first-world problems..
//soapbox off...
I think Autodesk is doing the right thing with "rolling releases," and don't get hung up on the version numbers so much. We can even see this very recently - Maya 2016.5 was markedly the same with new HIK abilities (for example) to Maya 2017. It's also not abnormal in software nowadays; Microsoft, Apple, Foundry, Marmoset, Substance are all doing this style to one extent or another. Lastly, Maya 2018 came with some pretty advanced updates within Arnold, specifically speed and accuracy improvements, so I'd expect Maya 2019's Arnold to follow that path. Thus, Maya is in a different category than 3DS or other Autodesk software with this respect. It won't be long until Arnold moves over to the GPU like Redshift and Otoy have already done and Chaos Group, Pixar and others are already also moving in that direction. That means that a version called "Maya 2019" may not come out until their Arnold acquisition has another big announcement. But improvements there won't change the workflow of most creators, it just presents them with more options - but the core concepts are the same.
@jasoncbraatz wrote:
Tools are tools are tools are tools - whether it's a Ryobi or a Craftsman, or Maya or Houdini - it doesn't matter! A sign of a terrible car mechanic would be one who complains that he simply can't fix your car because his wrenches came from Wal-Mart and not Snap-on.
This a flawed comparison. You can't compare modern DCC apps to a simple tool like a wrench or scaffolding, or even a knife to cut your water melon... simple tools that take seconds to understand and adapt to.
Software the size and complexity of Maya and Houdini take years of dedicated use to master. The way you approach an effect in Maya can be very different to how you would approach the same effect in Houdini.
Don't misunderstand me, I agree that the core skills of knowing what makes an appealing image vs what doesn't are transferable between any software. No argument there.
And if you are lucky enough to work in a specialist environment where all you need to know is just lighting and shading, or just modeling and UVing, or even just simulation, then maybe you can skip from software to software and not give it too much thought. But if you're working in a small department where you're a generalist and expected to perform all aspects of a job, then choosing the right 'tool' becomes very important. If only from a financial point of view. These softwares are expensive... having 5 licenses of all the best software lying around in case you might need them isn't really an option for a small studio... so you compromise and choose the one that does the most things very well.
My point is that Houdini offers a workflow and approach to problem solving that Maya is struggling to match.
Maybe you are one of those rare people that can work on all aspects of a production in both of these apps with ease. If you are then good for you! You're a smarter person than me.
Like I said, you're a smarter person than me.
These are tools that can literally make anything! Think about that... a client can walk through the door and ask for anything to be put on screen... and chances are we'll be able to figure out a way of getting it done using these tools.
A Ryobi vs. Craftsman is, in my opinion, a massively over simplified analogy...
I wish I could flip flop between apps as easily as you seem to, but for me that's not the case. On something as relatively simple as painting in Mari vs painting in Substance I can manage. But being asked to rig a creature in Maya and then do the same in Houdini?... I'd need more than a week.
I started using Softimage 3D back in 1996. 3 years ago I was forced to switch to Maya. And I am only now feeling as comfortable in Maya as I was in Softimage. I am not a coder... although I have reluctantly had to pick up python since making the switch.
However I digress. This isn't a discussion about my lack of mental faculties, but rather one about the future path of the tool I'm attempting to master. And speaking as someone who has quite recently been forced to switch tools in the most permanent way, I hold firm in my belief that increased proceduralism is the direction that the VFX industry is heading, and I'm concerned that Maya isn't keeping pace.
We are a small cg department and have paid our subscription to Autodesk on all our licenses and seen scant return this year when compared to the advances made by the folks at Side FX, and even the developers at Maxon.
I am not keen on repeating the feeling of being pushed into switching softwares. I'd much rather jump when it suites me. Lets wait and see what Maya 2019 looks like when it eventually arrives.
I would say something rather big, as killing Maya is rather impossible at this point in time - whole VFX industry depends on it and a big chunk of game dev as well. Seems to me like they are really struggling to have a stable build probably because the wide scope of changes they are making right now (not really in a terms of new features but rather the core of Maya).
I hope so
@Anonymous wrote:
I would say something rather big, as killing Maya is rather impossible at this point in time - whole VFX industry depends on it and a big chunk of game dev as well. Seems to me like they are really struggling to have a stable build probably because the wide scope of changes they are making right now (not really in a terms of new features but rather the core of Maya).
Saying that AD killing maya is impossible because so many companies depends on it, is rather naive. Unfortunately it also seems to be a very widespread opinion, especially if you ask those companies who desperately depends on it 😉
Yes, it would set the film and games industries back a lot if Autodesk suddenly decided to discontinue everything media an entertainment, but according to their last annual report http://investors.autodesk.com/static-files/474b9e4b-c869-44b0-991f-05226d08220f it only accounts for 13.5% of their net. revenue, and let's face it; it's a company like any other, so their main concern is making money for their investors.
So I would agree that it is unlikely, but not impossible for Autodesk to kill maya
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