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Following our CG upgrades survey, we interviewed Marc Petit, Senior Vice President of the Autodesk Media & Entertainment division, to find out his thoughts on the results and what he's taken from the survey.

The 'personal' touch

CGenie: As you know, we recently conducted a 'pulse check' of user opinion around the topic of upgrades for the software they use. Now as you've quite rightly pointed out in our discussions before this interview, whilst you may operate in the same market, there are many challenges that you face as an industry-leading organization that some of the smaller CG companies can avoid.

Do you think it can ever be possible for an organization with 300,000+ customers to compete with far smaller companies in terms of 'personal' customer service?

Managing a large customer base is definitely challenging, but we are focused on making our customer service as high-quality as possible.

Marc: I want to believe that having a large number of customers is not an impediment to delivering high-quality service. There's no doubt that as the number of customers increases, the way a company interacts with them changes and can feel less personal. It's not possible for Autodesk or anyone to communicate with 300,000 people in the same way as they would with 3000 or even 30,000. Products such as 3ds Max or Maya have a very large numbers of customers in many different industries, while products such as Flame, Smoke, Lustre or our middleware products HumanIK and Kynapse address a much smaller number of users for whom we deliver a high level of personal service.

Managing a large customer base is definitely challenging, but we are focused on making our customer service as high-quality as possible. And this requires new, more scalable approaches. We have been investing in our back-end systems to centralize customer data and developed the AREA, our online community. This site was developed to provide a free service to literally hundreds of thousands of our users (the AREA currently has more than 250,000 registered users).

The AREA allows people at Autodesk to communicate directly with our customers through blogs and forums. It also provides product tips and tutorials, job listings and a range of other services. Now that the community is so big - and it's still growing - we've kicked off a project to make it more customizable and personal. Plus, you'll see some great improvements to the site coming later this year.

Innovation

CGenie: For many companies the goal is around competing with standards like 3ds max and building the same breadth of feature set. It's no doubt harder to drive innovation in a product that is very powerful already, but also one that has no 'leader' to follow.

How do you know what features to focus development on for each release and what drives you to continue to innovate?

Marc: It is not so much that it is harder to drive innovation; it is more that the perception of innovation changes as a product grows in scope. When you release version 1 of a product it has very few features - so adding 10 features to v2 is seen as a major step and highly innovative. Once the software matures, even a large number of features will seem marginal. There's actually a proven economic law called diminishing marginal utility that applies here. It's what makes it hard for products like 3ds Max and Maya to appear highly innovative to all users at every release even though they feature many new improvements and capabilities.

How users rated Maya on the statement
"The company focuses on developing the features I need first"

maya_features_first

And while that perception is definitely real, and very natural, the reality is that our engineers do strive to innovate, and are as passionate about it as any other R&D team out there. For example, they've delivered recent innovations like Maya Nucleus (unified simulation framework) and 3ds Max Exposure (lighting analysis tool for sustainable design). We just announced the latest version of 3ds Max - 3ds Max 2010 - and it has nearly 350 new features!

We follow a fairly rigorous development process to determine the focus of each release and what features to develop. Each release is based on extensive research. We gather feedback from a lot of different sources including face-to-face customer feedback, our user forums and from special advisory groups. We prioritize the feedback and build prototypes that we then validate with customers. We use the feedback from this process to finalize the release. The Alpha and Beta process is then used to fine tune the product even further. Every release is driven by customer requirements - but because we have a large customer base across many different industries the result is always a balance and not specifically targeted at one type of user.

Customer interaction

CGenie: One of the trends that I think all industries are experiencing is a change in how the corporations interact with their customers. Openness, honesty and the personal touch are replacing the professionalism and cold exterior of the old world. Whether you're Dell telling customers to openly complain about their faults or Obama embracing the social media, there's a real strength in community these days.

Do you feel you have changed at all in how you're interacting with users/customers compared with say three years ago?

How users rated 3ds Max on the statement
"The support for this software is excellent"

autodesk-support_for_software

Marc: We are definitely evolving our approach to interacting with users. We invest a lot in our user community, the AREA, and we encourage everyone at Autodesk, including our product management and development teams, to participate. We bring a lot of content there; for example, we have started to broadcast demos and MasterClasses live from tradeshows for those who cannot attend these events. We've also increased our direct contact with customers through local events and our extensive product validation process. But, as your survey results showed, we still have a ways to go to see the impact of our actions.

Another change has been our approach to education. We've been investing in building more effective training and education globally: helping emerging markets develop new skills, sharing knowledge through our MasterClasses and helping the next generation of kids prepare for the digital world with specific secondary school programs focused on understanding everything from pollution to anatomy. And by education I am not necessarily referring to product training but also developing the soft skills that will help the next generation of artists succeed.

We plan to continue to build the AREA into a high-quality community site and we view it as a prime vehicle to communicate broadly with all our clients. I encourage you to share your feedback with us there. All the product management and R&D teams make an effort to read the posts and incorporate useful feedback we get from the AREA into our plans.

Catering for everyone

CGenie: One of the challenges you face is the wide capabilities of tools like 3ds Max mean you may be catering for one section of the market perfectly whilst another feels they're getting missed out. Is addressing this part of the reasoning behind the 3ds Max/3ds Max Design split? How far do you see these products diverging to meet their target audience requirements?

3ds Max and 3ds Max Design is a good example of how we've responded to customer feedback to serve them in a more personal way.

Marc: Actually, splitting 3ds Max and 3ds Max Design is a good example of how we've responded to customer feedback to serve them in a more personal way. Today both products share the same feature set, with the exception of Exposure, which is only in 3ds Max Design, and the SDK, which is only in 3ds Max.

Our customers were telling us they wanted an experience tailored to their needs - depending on whether they are working in entertainment or in design - but still, they needed the same tools and the same capabilities. So we refined the out-of-box user experience, documentation, tutorials, UI configuration and presets for each group of users to reflect their different workflows. For example, if you're creating beautiful renderings of buildings for a living, tutorials and training materials about animating characters, are not particularly helpful. We kept a single binary with 100% data and plug-in compatibility - so switching between the two flavors or moving data and plug-ins between them is trouble-free.

3ds Max 2010

CGenie: It's very difficult to compare such a diverse set of products ranging from brand new to very mature, very feature focused to broad feature rich, free to expensive etc. Yet there seems to be a trend where the larger and more popular a product becomes, the less passion there is from the community. I suppose that the 'hype' fades a little and the trade-off with becoming an 'industry standard' is exactly that: you become a standard - something that's 'expected'.

Yet there seems to be a bit of excitement around this little 3ds Max 2010 product you've got on the production line? Is it fair to say this release is a bit more special than the last few? What strategies have you changed with this release compared with previous versions?

Marc: I think your comment about what it means to become standard is correct. Becoming a standard imposes some responsibility in terms of what you can and can't do - from maintaining legacy code to ensuring that the product addresses all users as equally as possible - and that is not always very ‘sexy'.

And you are right, we have had quite a stir around our 3ds Max 2010 announcement. Not so much because we changed strategy but more because people like the focus of this release. In the past couple of releases of 3ds Max, we had set new foundations for scalability and realism and what is exciting about 2010 is that our focus has shifted back to creating a strong 3ds Max product that has something visible for everyone. The result is a very compelling and balanced release.

Because the 2008 and 2009 releases had a little bit of a bias towards visualization, we knew that we'd have to ensure that 3ds Max 2010 packed enough punch to make our entertainment customers sit up and take notice. So we embarked on an ambitious agenda and, because of our investment in design visualization paid off, we were able to significantly increase the size of the development team for the 2010 release. Thanks to a huge collaborative effort involving customers, product designers, a strong R&D team and great feedback from alpha/beta testers, we have been able to deliver nearly 350 great new features in 3ds Max 2010.

Learning from XSI

CGenie: XSI is the newest product in the Autodesk family, whilst there's plenty of corporate strengths that Autodesk will bring to it, it's also observable that the XSI scores were markedly higher in the survey.

Do you feel there are any lessons that Autodesk could learn from the way XSI manages their users? Maybe an injection of small business mentality?

Marc: Absolutely, there are definitely good lessons to be learned from Softimage. The former Director of Marketing at Softimage is now leading the Autodesk M&E marketing team and has kicked off a new Customer Experience initiative. New companies and new teams always bring new insights and skills to the table. The Softimage team has a unique perspective of how to do business, and this is helping us identify areas where we can improve. There are always lessons to be learned - in fact, the initial ideas for the AREA came from bringing the Alias team on board.

The strengths of 3ds Max and Maya

CGenie: 3ds Max and Maya's scores are fairly low compared to the smaller competitors, yet between them they dominate the market. Now part of this can be attributed to them being industry standards being taught in the universities, users having to use them and so on, but obviously that argument can only go so far.

What would you consider the strengths of these packages that people may be forgetting?

Marc: It would take a long evening to discuss all the strengths of both 3ds Max and Maya. Both are rich, complex products with many years of feature development and they've been tried and tested in an almost infinite variety of production scenarios.

...we need to change and evolve the way we do business with our very broad and diverse community - something that we are focusing on.

I think the reason so many depend on them is that - because they are so complete in functionality and can adapt to so many workflows - careers and companies can be based on either product with a high degree of confidence. They are a low-risk, high-value proposition for the vast majority of professionals in a myriad of industries. Being so comprehensive, they do take time to master but since both products have become standards, artists can use that mastery almost anywhere they choose to go - and that makes it a great long-term investment.

Other strengths include, as you mention, the fact that there is a very well established education and training community making it easy to get access to courses and learning materials wherever you are in the world.

We also have a large plug-in developer community providing extensive additional capabilities for specialized needs. 3ds Max and Maya are at the foundation of many production pipelines, there are numerous plug-ins, tools and resources to complement them. Some of them come from us directly like Mudbox, Motionbuilder or Toxik, but most of them come from 3rd party developers using our open APIs, SDKs and file formats (3ds, obj, fbx).

We do however take these low scores very seriously. Part of it is inherent to the natural gap between mature products with large, diverse user bases and new or niche products with focused users. The other part of it is due to the fact that we need to change and evolve the way we do business with our very broad and diverse community - something that we are focusing on.

3dsBobo

CGenie: One slightly startling revelation from the survey was the 'Bobo' factor - a couple named him as the core of Autodesk, several respondents demanded he become CEO - and one comment I'm hoping you'll be able to substantiate is that the 2011 version is to be rebranded 3dsBobo? Is this true?

Marc: Bobo is definitely our secret weapon! I can't tell you what a walking encyclopedia he is of 3ds Max trivia, technical facts and history. He's been a huge contributor to the community. I think the welcoming attitude of the 3ds Max community is something very special and worthy of nurturing. There are many more special people that roam this universe contributing countless time and energy to helping other 3ds Max users. It's one of 3ds Max's greatest assets.

Focusing on the future

CGenie: We're going to run the same survey next year - what would you consider a great change to achieve in those results?

Marc: First of all, I think this is a great idea. We are very competitive and surveys like this one gives us more reasons to step up the work on refining and improving our internal processes, external communications and direct engagement with our users across all communities and geographies. But I'm only mildly optimistic about our ability to significantly change the perception of a large company like Autodesk within our user community. It seems that the expectation grows with the size of the company! We always welcome and act upon the feedback we receive, so I would encourage everyone to let us know how we're doing either through CGenie.com or the AREA. I look forward to see these bars move to the right next year!

CGenie: Marc, thank you very much for speaking to us and for the openness of your responses.

Related interviews

 

 
Discuss (23 posts)
MD
CGenie interview Autodesk
Mar 22 2009 18:56:24
"I think what is also ridiculous is their license model. I'm studying here in Canada for a year and wanted to purchase the educational version of Maya. Turns out the license is only valid in North America, so the program would become useless when I return back to Europe after this year. WHY? Sure, I know it's more expensive in Europe, but there are not too many people who buy this program and then move from North America to Europe each year, so I don't think they would loose so much money that way. Now on the other hand they lost a customer completely (me) and there's another person in this world promoting actively against Autodesk (that's me, too). They call that user friendly?! Great work, Autodesk! That way your bars will keep moving to the left, not to the right."
#348
Andy K
CGenie interview Autodesk
Mar 10 2009 06:33:18
Main problem for many users is the PRICE of the MAX. I'm not student and I want to use it only for my joy of makin somethin in 3d. But I'm not gonna use 3dmax for that price. Microsoft and Corel took a lesson and sell their licence for home user for much lower price. Adobe and MAX will never learn and time of global recetion will show them they are f.cin wrong.
#349
Emma
CGenie interview Autodesk
Mar 05 2009 21:59:10
"Well, there is a lot of negativity towards Autodesk at the moment in the industry, lots of ""Borg"" references and such. Many view Autodesk as a company that just swallows other companies whole, like a hungry shark. They took a beating in this survey for sure. I think it was brave of Marc Petit to walk into this interview, and conducted himself very well. Not many people can handle criticism with the grace that Autodesk and Marc have managed to do in this interview. So kudos for that."
#350
b
CGenie interview Autodesk
Mar 06 2009 01:33:19
"Yeah,Marc seams like a very sharp guy. Good interview. GO BOBO b"
#351
jorge
CGenie interview Autodesk
Mar 06 2009 03:23:55
quandu lanssa u pograma novu? ? eu sei meche muitu nisso di 3d;)
#352
xsi_man
CGenie interview Autodesk
Mar 06 2009 07:00:38
"yes he knew how to answer with out saying anything. I dont think kudos is necessary for that, realistically its the same old story. some of the innovations (starts sound like M$ doesn't it) are technically really poor and integrate badly seriously effecting the useage and workflow. I think there need (and apparently will be soon) a new player in the 3d arena, that is making state of the art software from scratch, to maximize everying, and really improve productivity and workflow. Then we'll see just how well AD stand up to some seriously innovative competition.."
#353
SM
CGenie interview Autodesk
Mar 06 2009 09:54:38
"xsi_man, the new player you mention has already arrived, its called Blender"
#354
bobo for president
CGenie interview Autodesk
Mar 06 2009 14:40:21
"Why is max becoming more slower to start-up with every version, and seems more buggier "" with no indications of what went wrong""... oh well if they can hook up maya particles/dynamics and paint fx, maybe some ice version for particle flow i will be very happy.. i voted bobo for some nice supporting role for 3dsmax customers"
#355
bobo for president
CGenie interview Autodesk
Mar 06 2009 14:41:45
ps: blender is good on his way... but oh man that interface... even more mind dazzeling than the ol softimage or lightwave
#356
Raymond Stewart
CGenie interview Autodesk
Mar 06 2009 14:46:54
"I have been a 3dsmax user since 1.0. I am not currently a user of any other product. Absent everything else 3dsmax has fundamental problems that stem primarily from Autodesk's development strategy. The 1 year development cycle is a raw money grab that has result in generation after generation of half baked half implemented features and long running lack of redress to bugs and polish and replacement of old ""freebie"" adopted tools like the UV editor with competent will though out systems. Each release is more heavily laden with window dressing to disguise the lack of innovation. 3dsmax needs a 24 month production cycle. Yearly releases are fine... If you are running two full time development teams. Nothing less will save 3dsmax from becoming the junk yard of dead end feature lists that it has become. Autodesk has provided no persistence of vision, no long term commitment, and as a result 3dsmax has no long term potential of sustainability. It is END OF LIFE..."
#357
emo
CGenie interview Autodesk
Mar 06 2009 20:42:59
;D>:o8):-*:'(
#358
David
CGenie interview Autodesk
Mar 07 2009 09:14:18
"""Autodesk has provided no persistence of vision, no long term commitment, and as a result 3dsmax has no long term potential of sustainability. It is END OF LIFE..."" I think that is a little over done. There is nothing stopping Autodesk from getting 3ds Max on the right track. I would go as far to say that letting it get to the ""end of the line"" would be the beginning of the end for Autodesk. There are just so many users, you cant just say hey go use XSI now. You do make good points as this article backs up, but in the long run I think a smart company would have to re-think Max and Maya for that mater to keep the vast amount of users at Autodesk. Cheers."
#359
Jerome Tall
CGenie interview Autodesk
Mar 09 2009 08:18:45
"I hope next year, when you re-do the survey, you add a couple of questions about the respondents. Maybe how long they've worked, what industry they're in, and what their job is. It's really hard to judge the results otherwise; when someone says ""such-and-such a product has everything you need!"" what they're really saying is that it has everything they need -- and without knowing what they do, or the scale of productions/products they work in, that doesn't say much --- even just in terms of opinions."
#360
RoSS
CGenie interview Autodesk
Mar 11 2009 08:12:14
"""Absolutely, there are definitely good lessons to be learned from Softimage. The former Director of Marketing at Softimage is now leading the Autodesk M&E marketing team and has kicked off a new Customer Experience initiative. "" Well, if that means we won't have to wait two weeks anymore to get an answer to a problem during production even though we spend enough on their useless gold support every year (even when that answer usually is 'we know the problem, it's a bug, find a work around, bye bye now')"
#361
RNS
CGenie interview Autodesk
Mar 16 2009 23:17:26
"The biggest problem with Autodesk is that - is a company that make on what they do-Fine,but their software often crash in production. I think every 3d software that is out there whether for a price or free is not perfect. Today processors can't handle the complex data that is being input into them by these 3d programs.maybe another 50 years we will see a none crash 3d software. ;D"
#362
Brian Looney
CGenie interview Autodesk
Mar 16 2009 21:21:12
"The biggest problem and biggest obstacle to innovation from the guys who develop Max is absolutely the short 12 month cycle. It's only purpose is to make more money. Until they change this to 24 months like it should be, Autodesk will have a very hard time with these kind of surveys. This will never happen, though because it would cut their revenue in half for the short term. If Autodesk could only see how happy it would make their customers and potential customers, that it would do wonders for their image and probably increase sales 2x or more..."
#363
Sasa
CGenie interview Autodesk
Mar 17 2009 04:14:12
"The price is not a problem, rapidshare always knows the way to minimize the price "
#364
stephen
CGenie interview Autodesk
Mar 17 2009 11:24:59
"There is a major difference between list of new ""features"" and working ones. Take a look at max tracking, sutch ""feature"" witch make the list look great, but dosen't even try to work at all."
#365
leviathan
CGenie interview Autodesk
Mar 19 2009 16:44:31
"No me convencio la respuestas de Marc.... autodesk tiene un serio problema de inovacion y es: no pueden ver mas alla de sus narices. Como puede ser q agregar unas cuantas herramientas, qu por cierto el 70% son compradas... ni siquiera inovadas, puede convertirse en un lanzamiento q satisfaga las necesidades de los usuarios. Maya y 3dsmax murieron en inovacion desde hace 3 a?os y me arriesgo a decir q incluso mucho mas, se puede decir q cualquier usuario experimentado en estos dos softwares, puede llegar a hacer lo mismo desde el max8 a comparacion con el 2009 con solo comprar unos cuantos plugins de terceros o improvisar. Estoy muy decepcionado de los ultimos 3 a?os que han trascurrido con autodesk, sino escuchan pronto a sus clientes y se las arreglan para crear un programa que llene las expectativas, Maya y Max de seguro comenzaran a morir"
#366
Seby
CGenie interview Autodesk
Mar 22 2009 10:27:47
I used 3DS et Maya since many years and all of this softwares are very well. But AutoDesk have to learn about Blender and Open Source projects in general (communities and support). There is another way to make money than to sell expensive licenses and to develop a-lot-of-not-really-new-softwares versions! I'm Blender's user because : I did not feel like supporting a mercantile companies!
#367
MacZ
CGenie interview Autodesk
Mar 27 2009 10:37:32
"""xsi_man, the new player you mention has already arrived, its called Blender"" Well, that's a nice sentiment, but as good as Blender is (apart from the whacky UI- that's a pretty big 'apart from'), being freeware, it has no **real** technical support, and ultimately, for now at least, no serious production or developement company on a major project will touch it with a barge pole. The real Young Pretender in the arena here is Modo. Modo, like Blender, is truly next generation software. An incredible toolset, a modern, intuitive interface (like the one that has just shown up in the new LightwaveCORE. Nice!) and one of the best render engines on the planet. Value for money, Dollar for Dollar and Pound for Pound, Modo is one of the best 3D apps on the market today. I still use Lightwave, but it's been struggling to keep up with current techniques and technology for too long now. LightwaveCORE looks like a huge improvement, but my buget is only going to stretch to one app upgrade this year. The realtime preview window in Modo is worth the price of admission alone. It'll be interesting to see how the lumbering, over-priced, resource-hogging dinosaur that is 3DsMax copes as Modo makes more and more headway in the marketplace, the real killer brownie-point being whether or not Modo can deliver a world-class character animation toolset (and a nice physics simulation engine wouldn't hurt)- might we find out fairly soon at the end of the 401 rollout?. Interesting stuff... It's also interesting to see how long AutoDesk, having established a monopoly in the industry, will continue to support its entire stable of 3D software apps- who will be the first to get the chop when belts have to be tightened big style, and be consigned to 3D app Heaven? Any votes?"
#368
Rajiv Mudgal
CGenie interview Autodesk
Mar 27 2009 16:46:31
"First of all, there are great interviews and thanks to cgenie to carry out such a wonderful survey which did help me a great deal as I ended up trying almost all the software. I come from traditional puppetry and recently I have been experimenting with many trail versions. In my use I have identified some core tools I would be needing to switch from traditional puppetry to their full digital equivalent and I have narrowed it down to just two, they are Messiah 3.0 and Blender. Don't get me wrong, I have no issues with the UI as all Ui were almost as new and so I did not face the grind of habit that programs ones mind to standards. Nevertheless, I think Maya and Max are great products and have industry proven records, no argument there and to speak the truth, I really freaked out on paint effects and character studio, they were both stable and very responsive and fun too... but when I got down to the real business of puppetry, my perspective changed, so to pin down my needs I created some wood jointed models, rigged and skinned them appropriately and started animating it, and surprisingly I saw no difference in the basic tools sets in regards to boning, skinning, and animating, NLA etc. I concentrated especially the way they handled key frames, that is the dopesheet, the function curve and Ipo etc, all worked the same and infact Blender was as fast as Maya to my surprise and this I found worrying, cause as an animator I would be spending my 95 percent of the time here. Add anisculpt and was surprised How close It came to my traditional puppetry needs. True I was not looking for some highend special vfx, but simple basic animation capabilities with basic cloth, hair and a few other tools such as layered 3d painting, camera projection and particle system for some road dust and wind.etc. All the software mentioned above except for Modo behaved the same and were equally responsive to my puppetry needs. Though each had it extras and drawbacks, but when it came to core animation tools they all were similar with almost no difference in the provided tool sets nor lacked in performance so all choice became subjective only. So about the ""**real** technical support"" point, I think, Its wrong to compare Autodesk with Blender on Technical support ground as most big animation studios have their own propitiatory pipelines anyway. On the other hand, Autodesk user base in spite of all the recent criticism keeps growing at an unbelievable rate, so they may be doing something right after all. They are the first choice when it comes to VFX, but on the other hand I think Blender is fast becoming the 'OTHER' alternative, and its good to have one. I think the more alternatives we have the better. I also found Messiah 2.5 as an good alternative to the industry standard animation tool and found it as good as Maya and Max though the lack of referencing and other things let me down. I am told that the new 3.0 is even better, but I couldn't test it as they don't have a demo up yet."
#369
Duke
CGenie interview Autodesk
Jan 04 2010 10:45:09
The only reason I left 3dsmax for other apps is that it's NOT on the Mac ! Screw you Autodesk!
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