The software gets the job done and is in the industry standards but people are starting to look somewhere else.
The software gets the job done and is in the industry standards but people are starting to look somewhere else.
And then you add the other 95%. By that time it will be just as slow as the incumbent, even more buggy and the interface will look like crap and will be hard to learn.
As the author of a CAD/CAM package I remember clearly that the only way to stay out of that trap was to make it a niche thing. Of which there are 1000's none of them interoperable with the rest.
And I don't agree with your statement. Blender is a great example for this. Although it is not constraint based it is a full feature package which is very fast. Compare this to 3dsMax which is exactly what you describe.
Disclaimer: I am an amateur when it comes to 3D modelling, but I was able to figure out pretty much everything I needed to make things in Lightwave back in the 90's, but even after watching several tutorials I still struggle with Blender.
I know some folks that are a lot more experienced than I am, with 3D modeling, and they all say that Blender is very powerful, but the UX is incomprehensible. At least one of them is MENSA-level smart, so that says a lot.
I’m wondering if Blender is sort of like X11, where people have been declaring the end of the Microsoft/Apple hegemony for decades, or GIMP, where people have been declaring the end of the Adobe hegemony for years.
I will say that I am very impressed with the quality of the 3D work being done, these days. I see works like Worth Enough?[0] (which is actually over a decade old), and believe that 3D art is now every bit as valid as “classic” media. I suspect that the tools are a big reason for that. When oil was added to early media like tempera, the quality of art improved. I think that Blender is used for a lot of this work, so it can’t be that bad.
[0] https://www.deviantart.com/radoxist/art/Worth-enough-7324787...
Fusion 360 on the other hand is not a scratch-built product, but uses the same kernel as Autodesk Inventor, ShapeManager - which is based on ACIS, of which version 1.0 was written in 1985. That gives you an idea of how friggin hard it is to write a decent CAD kernel - all the commercial ones are decades old.
The only real free software CAD kernel is OpenCASCADE.
I'm just wondering, could the issue lie in 3ds Max being optimized for a different beast of a machine..?
(Search for "chunks":)
https://donhopkins.com/home/archive/maxscript/maxis-maxscrip...
Automating The Sims Character Animation Pipeline with MaxScript:
https://medium.com/@donhopkins/automating-the-sims-character...
That said, it's truly horrendous in a lot of ways. Simple operations can crash it for no apparent reason, even when poly count is low. Perfectly clean geometry can get corrupted after reopening a scene. Basic features are clearly neglected and have serious flows; the booleans are the worst out of any 3D modeling software. The most of the import plugins are a joke, forcing you to use a separate program to convert geometry to something basic like OBJ. The context menu on right-click is STILL terrible in the year 2020. Some settings seem to never stick. Little things like the nav-cube got removed with Viewport 2.0, which was supposed to make everything better. NURBS modeling sucks so bad that most studios don't even use it and prefer subdiv modeling. Until recently, scene objects didn't have UUIDs.
Sad thing is that Autodesk has a monopoly over this scene. It's kind of amazing that the industry tolerates this. Then again, I still use it to this day because I'm so used to it.