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Could
you shed more light on how the two products have been enhanced?
With Maya one of the big things that artists and production
facilities have been telling us is that they needed the product
to run faster not just on existing hardware but also on new
hardware.
They
also need the artists to work faster on the software in terms
of the graphic user interface and the workflow. We have done
work on modelling capabilities. We have enhanced the functionality
of features that artists are used to.
We
have also done a lot of work on performance. So we have done
a lot of work to take advantage of either a single core or
a multicore workstation. We have rewritten a lot of the software
algorithms to make it inherently faster.
The
Maya Mesh Smooth workflow, for instance, has been dramatically
streamlined. You can now preview a smoothed mesh while editing
the mesh cage - with a strong performance, particularly on
multiprocessor workstations. Other much-requested workflow
enhancements include the ability to position objects along
a curve, replace objects within a scene, and convert instances
to objects.
To
make it more effective on game consoles we have a new hardware
shader API. With Maya clients can effectively create and display
sophisticated looks for content destined for the next-generation
game consoles. In particular, native support for DirectX HLSL
shaders in addition to the existing CgFX support lets clients
work with assets in the viewport and see them as they will
be seen on the target console. Artists get better representation
of the content they are creating using Maya. They don't have
to continuously go back and forth between Maya and the game
engine.
We
have also done work on character animation. We have new rigging
and skinning capabilities. We have got new non-destructive
skin editing capabilities. The animator can now add more bones
to an arm without disturbing the surface object. Maya also
supports a large number of operating systems from Windows
to Linux. We now also support Windows Vista 32 and 64
bit.
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