@@i_am_a_real_cat1443 Nope, he's right. It was also used in LOTR along with MASSIVE software to produce the army fight scenes and some other VFX. It's right there in the special features they talk about MAYA.
@@DennisTamayotry use this software even for commercials for 2 years , and u will be thinking how shit Unreal is. You will be using it not for pleasure and your job , u will be learning >” what executables I need to learn for every project “
Intern of Pixar here, I can say that artists in Pixar/Disney uses Maya as their main tool for animation, it’s also true that they use other softwares to create some scenes, but in reality the main animation tools are Maya and blender, yeap, they also use blender for some shots, but it’s not so popular tho.
That’s epic that you get to intern there - I bet it’s hard to get in but I’m happy you did. Ngl I’m shocked they use blender. I thought they made their own stuff.
@@Zmau92 Without any proof, you believed the random guy that he worked in the studio. How does he differ from the author of this video? It just shows you believe what you want to believe.
@@karamelapple8007 Because these studios *do* use maya as their primary software, they just dont *only* use maya. The "custom software" they use are plugins and addons specifically built for Maya lmao
@@RandomStudio-g7o It is not the same. It's free but not open sourced. Open source allows you to access source code so you can modify or adding features.
Did you just say they don't use Maya, and then show a bunch of footage of artist working in Maya on feature films? I know that there are almost always proprietary softwares made at the biggest studios, but really: "Maya is Great but Animation Studios Don't use it"? That is utter clickbait bull crap. Your opinion has just dropped many levels for this kind of stupidity. If you would have said "Why Maya is not Enough for Animation Studios" and made your case, I would accept it; but you literally contradict your own points by showing all these big films being worked on in Maya...your status is lower, however you may get more clicks...hope you are happy. //EDIT: So you changed the title, still a bit misleading because Maya is used for more than just animation: Many, Many Modelers use Maya, I'll bet even at Pixar and Dreamworks. //EDIT DONE!
Hmm, I do see your point and it's a valid one. He said in another video, which I am looking forward to it. I'd love to see a studio using Cinema 4D for something other than motion graphic, but it's just a dream of mine 😁. He might have meant to word it as far "straight out the package".
for real. this video doesnt make sense when everybody knows that Maya is the number one industry standard for animation industry. just because some extra tools can also be used doesnt mean that maya isnt used
Dude is just another kid making videos. Clickbait and views are what matter. Some controversy in the title... At least he didnt make thumbnail with the stupid shocked face with open mouth. :D
I mean... What you specting? This is TH-cam. On top of that he says that they dont use maya and then show them working on maya, and says that they work plugins in maya like Renderman, but they dont use maya. 🤷
Maya is used everywhere as the MAIN tool/ I worked at Disney, Dreamworks, Playstation, Square. And it's actually getting better recently ( thanks to blender)
@@FreelancerJessMC I think Maya / Blender / Houdini would be better choice. in my long career in film and animation through many studios , I never worked on a 3DSMAX based project.
"Pixar cannot contact autodesk to work on features." This isn’t really correct, custom development happens all the time - Autodesk, Maxon, SideFX, Foundry all have relationships with studios that run fairly deep, they do often develop features specifically for certain studios to aid in adoption and keep them happy, they are flagships that showcase their softwares capability and they also have thousands of seats. Autodesk also integrate software from studios all the time into maya - ptex was developed by Disney, UDIMS were developed at weta, cryptomatte from a smaller studio called Psyop etc.
yes, but he also said: they can't call Autodesk "each time" can they call them all the time to add every single feature they want? I'm just asking, cause I donno, that seems a bit too crazy and being a burden, I find it more realistic for them to make their own tools and occasionally ask Autodesk, rather than all day long no?
@@felixtheyter9398 No, not constantly, but they can have direct influence on feature development and request/fund development of specific features, commonly referred to as CDC, a custom development contract. Some of that work will make it into a commercial release, but not always. It's kind of at the discretion of the studio. Studios like Pixar and Dreamworks have a load of developers and pipeline engineers that have a good deal of knowledge in the software they deploy, so lots of bugs and snags that hold up average users can often be solved in house. Autodesk have a bad rap (Though nowhere near as bad as adobe) for supporting their large customers, but they still provide a lot of direct support. The way it is framed (Intentionally or not) in this video is that studios cannot modify commercial software enough and thus must develop their own. The truth is a bit more complicated, studios will (and have) adopted commercial tools if they meet their criteria, often met through CDC. For example, Pixar adopted katana over their in-house lighting tools in around 2014.
Studios will use what suits them the best, and if the Tech department think they can be better coding their own stuff, and have the resources ( AKA Developers ) , they will do it. Having your own software means you don't need to pay licenses for each seat, machine, contact to solve bugs, be tied to contracts and such... BUT that is good for big companies who can afford it...and if they have small stuff to do, they will use out-of-the-shelf stuff like Maya if they need too. No need to reinvent the wheel for simple stuff. If your tech department is big enough, then is a no brain to cook your own stuff, optimize and have your own in house tech, economizing Millions in something and is 'yours'.. render engine, crowd sim, fluids, Animation tools, 3D scanning, etc.. But that is not a solution for mid size and smaller companies. But still big companies will have their own share of stuff they bought , like Maya seats for Animation, they can easily cache all of that and inject on their own pipeline.
interesting video, unfortunately it's full of mistakes. Presto (v1-2) was based on maya, dreamworks uses premo under Apollo, renderman is not opensource, and so on. How i know? i worked with pixar and dreamworks until 2017, left the US and work now for disney and others as freelancer
This video makes me sad because I’ve referenced your videos before. But this is just full of misinformation. Starting with saying these big companies don’t use Maya, when in fact they do. And if people do their research (like Pixar), on their own website, they talk about how they use Maya and work with them.
I worked for Alias|Wavefront (Owned by Silicon Graphics) as a 3D product specialist. Had early access to Maya 1.0. Wow it has come a long way since. Back then it totally revolutionised the industry when it was released.
LMAO! Almost all of the studios you mentioned do indeed use Maya in their pipelines. Weta studios, for example, talk about Maya in their behind the scenes for the LOTR movies. Gollum was animated in Maya. TONS of huge studios use it, along with other software, but it's huge in VFX.
Renderman ain't open source, it just has a non commercial license, there are certain bridges for some DCCs which are open source, but the core Renderman is closed source..
The video title is misleading. But i guess "everyone" knows that Maya is the number 1 when it comes to animating and rigging. What especially sets Maya apart from others are all the add-ons made specifically for Maya (AnimBot to name one)
@@kingofthekoopas8857 Something being free doesn't make it open source. Open source means you can get the source, change it, and publish the result yourself and even sell it. Depending on the specific open source license you might need to publish your changes under the same open source license again.
Perhaps someone can help me answering this question. I've been using Blender for a few years but want to step up my game to become a matte paint artist for both stylized and realistic looking movies. I've got the tip to either learn Maya or Houdini, as they're both used the most within the industry, but I'm just not sure which one I should start with or just stick to. Can anyone give me advice on this? Thanks!
I think you can find the answer from other comments on this video. I use both Maya and Blender, each app has its own advantages but in my opinion, I think you should focus on Maya. Big animation companies like DreamWork, Pixar, and also game companies are using Maya as their main tool
They use Katana, Maya Renderman, Houdini. There are other softwares, you can see them in the documentary of the Pixar, but none can use them😅. I’m not an intern, but I like to study that. I know that toonz is used by Groenin and Family Guy, probably some Disney tv series.😊
I’m a first year animation student. My question is for everyone in the comments. Why don’t I find many short films made on maya by independent filmmakers on TH-cam? Why is it every short film is made on blender?
Hi! So the main reason as to why blender tends to be used more often in independent film is because it’s a LOT cheaper compared to Maya. Maya indie (which is the cheapest version out there) is upwards of $300 a year whereas blender is FREE! The reason Maya costs so much is because it’s an industry standard, meaning it’s made specifically for larger studios (aka Dreamworks & Pixar). While Blender is made so that anyone can animate, regardless if they work in the industry or not. Blender is also a lot easier to learn for most people and is a community run program so it tends to have a lot of unique features, plugins, and assets. No hate to Maya at all though (besides it being horrendously expensive), it’s a fantastic program and has a lot of features that blender doesn’t, it honestly just depends on what type of project you’re working on. Hope this helps a little bit! :)
Developing a limited 3d software, in terms of feature, is actually easier that you would think. Lots of concepts in 3d program are written around open standards, and there are many implementation of those standard that you can use to start with. Creating a viewport that allows basic interaction with some geometry requires very few lines of code, for example.
So this is fake news... man the internet is becoming a place of unreliable information. Im a professional animator and use maya as my main and these big studios, DO USE MAYA as their main.
I remember in some old making of, where the guys from Alias/Wavefront didn't recognize Maya. The guys have developed great tools in MEL script. Maya is still standard in the animation industry and it seems to me that many have implemented Blender as well.
being able to make plugins, has in essence is nothing to do with being open or closed source. It means you have access to an api to communicate with the in this case closed source application. Being open source means the whole source code is available of the application (in this case Maya).
@@MarquisDeSang Ah yeah, sorry, not being clear. I mean what you can do with it without recompiling it. With what you can do via the python API and modifications to Blenders interface, it's not as flexible as Maya (I have quite a lot of experience with Blender's python API)
bro everything is wrong in that video only random speculation. - renderman open source? really? it’s not open source at all - saying that the problems studio have can be solved with open sourced dcc like blender is such a BS. Bro the developer of Tangent animation themselves said that trying plug blender into a pipeline was madness, and any studio doing this is shooting themselves in the foot, open source doesn't mean it's easier. It’s much easier to create tools in maya compared to any dcc because it has a very strong and robust API, all Weta tools are plugins inside maya and they are the most advanced tools out there.
You're missing the point, he was talking about the open source nature in general that can be easily modified unlike Maya, And opening a potential discussion point, he's not saying they should use Blender, and bro I think you should stop the nonstop hate of Blender on this channel, just let it go and enjoy life
no this not what he is saying and i'm not missing the point at all, he is saying that blender could solve the issue of creating extra tools, at what i'm saying are just facts not BS like this video. If it was easy the devs of Tengant animation wouldn't have said how madness and nuts it is to trying to integrate blender an create custom stuff these are just facts, the same as why with maya is so easy to create extra tool inside maya because it has a strong c++ api this is also a fact period.@@fingfufar9878
@@elconquistador3340 you're saying this as if he didn't say "despite not being industry standard" like seriously bro, just let it go, he was talking about "open source" vs "closed source" and simply mentioned Blender, just to explain it to those that don't understand the meaning of "open source" beside, how do I know if Tengent Studio knew what they were doing? Why do I have to take it for a universal fact? additionally, why should we even care about any of this? Blender, Maya whatever, who cares, just do what you enjoy
the point is not saying random shit all day long and false statement, easy no? yes he said despite not being industry standard, but added that it would solve theses issues, the truth is that it's not at all. why you take for granted what devs from Tangent animation said, well maybe because they real studio experience and not some random guy on youtube that probably never went in any big studio. And by the it's not only Tangent many others said exactly the same about blender. So the point is easu if you don't know what you are talking stop spreading false/inacurate information on youtube about the industry, easy no? @@fingfufar9878
@@elconquistador3340 saying not industry standard eliminates Blender, by "solves the issue" he meant open source, the nature of open source itself, why did you make a false conclusion in your mind and spreading it as a fact? Wouldn't it be more fair to ask him what he meant? Rather than defaming him? And how do you know he probably never had real studio experience? And what makes you better placed than him? And all I see from my side, are people from the industry saying it has a chance, why do you feel the need to hate on a free software? But I still don't understand why we should we care, or why it bothers you so much, each time I come to this channel I see you hating on Blender nonstop, and I just don't get it, why do you feel the need to do that, and what do you have to prove?
nope. Maya is a toolset for artists. Artists use their imagination and create the content. Inside Maya MEL or Python is a helping hand to do some repetitive jobs or arranging tools or communicate with other software.
Premo is great . Fast powerful and streamlined to only do animation and perfectly integrates all the production needs inside the software. Maya is more versatile and there is always a way to do anything you need to do.
A lot of misinformation. Like “why do companies go through the hassle to create their own software instead of using Maya “ and pointing to lack of features. No irs because those in bourse software was started and used long before Maya was released
Yeah, but not Disney or Pixar, since they were pioneers in 3d animation, Maya and others didn't exist yet. They made their own software, that's still better than Maya.
@@csmemarketing you are wrong they still use maya and developed many stuff in maya for instance the 1st Xgen in maya was made by Disney and given to autodesk. just check on youtube "How Disney's Animated Hair Became So Realistic" some making of about disney and you will see how they use maya.
@@csmemarketingno, just different. It’s not an either/or scenario just additional tools. Studios having custom tools is a common occurrence. Also Power animator aka Maya has been around since 1988. Presto is from 2008.
pixar literally was built from the efforts of cgi pioneers. if anything, the real hollywood standard for cgi has always been in-house software. it's the smaller studios who are likely using off-the-shelf tools like maya.
@@litjellyfish you might want to check out the documentary "the pixar story". this docu in particular made me appreciate cgi as an entirely different subgenre on its own from traditional hand-drawn animation, from concept to finished product.
@@maggyfrog I will check it out for sure. Thanks for the tip! 💚 May I ask how old you are? I turned 50y last week , so even though I was of course not there from the start but my interest in 3D started around 85-90 and around 90-95 had started to dabble with it myself. And of course I tried to grab everything I could about the companies, how they came to be, what they used and how they used it. Back then it was basically word of month, books and monthly computer magazines. But around 95 when internet really took of mainstream more info started to appear that way.
@@maggyfrog yeah and let’s not forgot the mix of it. I mean in the beginning it was basically programmers or 2D animators who used and created what they needed. And even today many seems to overlook how much concept art and 2D blocking, storyboards are used in pre production and pre viz
@@litjellyfish i'm in my 30s. practically grew up on pixar movies, disney's golden age and pretty much the entire run of studio ghibli. i'd say my generation got spoiled on the best of both traditional animation films and cgi films, before hollywood cgi got stale and just before the golden age of disney ended. i bet you'd really enjoy "the pixar story" as it even touched on lucasArts.
This is such a misleading video. As someone that worked at Many of the ones listed MAYA is highly used. Houdini even more. If you're going to learn its still best to learn both of these.
Very good video. This is the same story as how Blender 3d was born. Same premise...the software on the market did not have the features NEOGEO needed, so they built their own so they could complete their client jobs. Whenever they encountered a roadblock, they just coded any new feature they needed. That skill is beautiful.
It’s a beautiful but risky and costly skill. That is the story how off the shelf software was born… allowing the companies with little time or budget to be able to create things. Remember this people when one complain about commercial software.
This channel cranks out a lot of content, unfortunately much of it is poorly researched and littered with factual mistakes. The whole premise here is wrong. Pixar and Dreamworks do use Maya for animation.
click bait. They certainly use Maya in many capacities. They are more likely to get support from Autodesk than from Blender's team. They may not use it in every part of the pipeline but to imply they are making their own software for everything is just wrong. And Pixar and Dreamworks are the 2 biggest so they can afford it - the vast majority of studios cant afford a whole software engineering dept when the main packages do so much already
@@alexas8787 yeah I recently downloaded 3ds Max (cracked) and it's amazing how RAM hungry the thing is and how it can quickly crash if you accidently crank up some setting or modifier
What on Earth are you talking about? You should do your researches properly before publishing a video. Maya is definitely used extensively in every single big company you mentioned and more. I bet you did not know that Maya was created because Disney asked for it. It was a collaboration between Alias|Wavefront, Pixar and Disney, which wanted an artist friendly animation software that its animation team could actually learn and use on a daily basis. I can add Double Negative, Framestore, Cinesite, Peerless Camera Company, MPC and so on and so forth to the list. They all use Maya and Houdini as their main tools. P. S. RenderMan is not open sourced at all.
Please, delete this video. Stop saying stupid things! If you don't know the topic, my recomendation is just to avoid it. Basically, you're completely wrong.
DreamWorks DOES use Maya in their pipeline across multiple departments.
Source - worked there for over 10 years.
liar
Exactly.
@@i_am_a_real_cat1443 Nope, he's right. It was also used in LOTR along with MASSIVE software to produce the army fight scenes and some other VFX. It's right there in the special features they talk about MAYA.
Wish DreamWorks should use Unreal Engine for the final rendering, only for interstitials & commercials.
@@DennisTamayotry use this software even for commercials for 2 years , and u will be thinking how shit Unreal is.
You will be using it not for pleasure and your job , u will be learning >” what executables I need to learn for every project “
Intern of Pixar here, I can say that artists in Pixar/Disney uses Maya as their main tool for animation, it’s also true that they use other softwares to create some scenes, but in reality the main animation tools are Maya and blender, yeap, they also use blender for some shots, but it’s not so popular tho.
That’s epic that you get to intern there - I bet it’s hard to get in but I’m happy you did. Ngl I’m shocked they use blender. I thought they made their own stuff.
How can I become an intern??
Im happy that some one from the inside can actually call out the Lies of youtubers. TH-cam is full of people giving their opinion as facts.
@@K2SonicFanPixar makes their own Blender
@@Zmau92 Without any proof, you believed the random guy that he worked in the studio. How does he differ from the author of this video? It just shows you believe what you want to believe.
That's a really misleading title. Aka click bait
Y?
@@karamelapple8007 Because these studios *do* use maya as their primary software, they just dont *only* use maya. The "custom software" they use are plugins and addons specifically built for Maya lmao
@@chriscrowe11 mae ffs shit be expensive? How we learn?
@@victor.novorski crack softwares
Renderman is not open sourced. What are you taking about.
Its free if u get the non commercial license
@@RandomStudio-g7o Free non-commercial version has nothing to do with open-source.
@@RandomStudio-g7o It is not the same. It's free but not open sourced. Open source allows you to access source code so you can modify or adding features.
Did you just say they don't use Maya, and then show a bunch of footage of artist working in Maya on feature films? I know that there are almost always proprietary softwares made at the biggest studios, but really: "Maya is Great but Animation Studios Don't use it"? That is utter clickbait bull crap. Your opinion has just dropped many levels for this kind of stupidity. If you would have said "Why Maya is not Enough for Animation Studios" and made your case, I would accept it; but you literally contradict your own points by showing all these big films being worked on in Maya...your status is lower, however you may get more clicks...hope you are happy. //EDIT: So you changed the title, still a bit misleading because Maya is used for more than just animation: Many, Many Modelers use Maya, I'll bet even at Pixar and Dreamworks. //EDIT DONE!
Hmm, I do see your point and it's a valid one. He said in another video, which I am looking forward to it. I'd love to see a studio using Cinema 4D for something other than motion graphic, but it's just a dream of mine 😁. He might have meant to word it as far "straight out the package".
for real. this video doesnt make sense when everybody knows that Maya is the number one industry standard for animation industry. just because some extra tools can also be used doesnt mean that maya isnt used
Dude is just another kid making videos. Clickbait and views are what matter. Some controversy in the title... At least he didnt make thumbnail with the stupid shocked face with open mouth. :D
@@ergohash2517 Yeah afaik Disney uses Maya, but they have their own timeline and animation tool built-ontop.
I mean... What you specting? This is TH-cam. On top of that he says that they dont use maya and then show them working on maya, and says that they work plugins in maya like Renderman, but they dont use maya. 🤷
Maya is used everywhere as the MAIN tool/ I worked at Disney, Dreamworks, Playstation, Square. And it's actually getting better recently ( thanks to blender)
What do you mean by thanks to blender that you used maya or blender
Monsieur may I ask, about 3DS Max, should I focus there for film, or focus on using Maya, as I love to work in films and animations.
@@FreelancerJessMC I think Maya / Blender / Houdini would be better choice. in my long career in film and animation through many studios , I never worked on a 3DSMAX based project.
"Pixar cannot contact autodesk to work on features."
This isn’t really correct, custom development happens all the time - Autodesk, Maxon, SideFX, Foundry all have relationships with studios that run fairly deep, they do often develop features specifically for certain studios to aid in adoption and keep them happy, they are flagships that showcase their softwares capability and they also have thousands of seats.
Autodesk also integrate software from studios all the time into maya - ptex was developed by Disney, UDIMS were developed at weta, cryptomatte from a smaller studio called Psyop etc.
yes, but he also said: they can't call Autodesk "each time" can they call them all the time to add every single feature they want? I'm just asking, cause I donno, that seems a bit too crazy and being a burden, I find it more realistic for them to make their own tools and occasionally ask Autodesk, rather than all day long no?
@@felixtheyter9398 No, not constantly, but they can have direct influence on feature development and request/fund development of specific features, commonly referred to as CDC, a custom development contract. Some of that work will make it into a commercial release, but not always. It's kind of at the discretion of the studio.
Studios like Pixar and Dreamworks have a load of developers and pipeline engineers that have a good deal of knowledge in the software they deploy, so lots of bugs and snags that hold up average users can often be solved in house. Autodesk have a bad rap (Though nowhere near as bad as adobe) for supporting their large customers, but they still provide a lot of direct support.
The way it is framed (Intentionally or not) in this video is that studios cannot modify commercial software enough and thus must develop their own. The truth is a bit more complicated, studios will (and have) adopted commercial tools if they meet their criteria, often met through CDC. For example, Pixar adopted katana over their in-house lighting tools in around 2014.
@@EightNineOne thank you so much for explaining it to me
I think you don't know what open source means
Studios will use what suits them the best, and if the Tech department think they can be better coding their own stuff, and have the resources ( AKA Developers ) , they will do it. Having your own software means you don't need to pay licenses for each seat, machine, contact to solve bugs, be tied to contracts and such... BUT that is good for big companies who can afford it...and if they have small stuff to do, they will use out-of-the-shelf stuff like Maya if they need too. No need to reinvent the wheel for simple stuff.
If your tech department is big enough, then is a no brain to cook your own stuff, optimize and have your own in house tech, economizing Millions in something and is 'yours'.. render engine, crowd sim, fluids, Animation tools, 3D scanning, etc..
But that is not a solution for mid size and smaller companies. But still big companies will have their own share of stuff they bought , like Maya seats for Animation, they can easily cache all of that and inject on their own pipeline.
Since Clone Wars the Star Wars animations were made in Maya and only changed for Bad Batch which was mostly done in Unreal.
render in unreal , prod in maya
Stop your lier. They use maya includrestudio like ILM and weta digital. I dont know why you have many leason to against autodesk
Disney, DreamWorks, and sony animation uses it
There are more studios! Crazy right? You didn't watch the video 😂
Ultra rich companies who can afford it
@@DavidUtau I don't see them using blender
@@DavidUtau He litterally just mentions those in the video tho
interesting video, unfortunately it's full of mistakes. Presto (v1-2) was based on maya, dreamworks uses premo under Apollo, renderman is not opensource, and so on. How i know? i worked with pixar and dreamworks until 2017, left the US and work now for disney and others as freelancer
This video makes me sad because I’ve referenced your videos before. But this is just full of misinformation. Starting with saying these big companies don’t use Maya, when in fact they do. And if people do their research (like Pixar), on their own website, they talk about how they use Maya and work with them.
Renderman isnt open source. If you dont know that I doubt anything else in this video is of any value so I stopped watching after that.
It is open source but for non commercial use :(
it's FREE for non commercial use, and its NOT open source.
@@faizan.s yeah so it isnt opnsource then, if it was it would be free for commercial also
@@faizan.s so simple: show us the link to the source code. thanks!
I worked for Alias|Wavefront (Owned by Silicon Graphics) as a 3D product specialist. Had early access to Maya 1.0. Wow it has come a long way since. Back then it totally revolutionised the industry when it was released.
LMAO! Almost all of the studios you mentioned do indeed use Maya in their pipelines. Weta studios, for example, talk about Maya in their behind the scenes for the LOTR movies. Gollum was animated in Maya. TONS of huge studios use it, along with other software, but it's huge in VFX.
You say that Renderman is open source. I can't find anything online to back that up. Can you provide any links?
Renderman ain't open source, it just has a non commercial license, there are certain bridges for some DCCs which are open source, but the core Renderman is closed source..
Moonray is open source
Yeah this video is FULL of misinformation and stretching of the truth.
So, i want to do 3d animation (cartoons mb), i have access to Maya (student), but what program should i use?
Maya
Blender 3D
Use Maya
The video title is misleading. But i guess "everyone" knows that Maya is the number 1 when it comes to animating and rigging. What especially sets Maya apart from others are all the add-ons made specifically for Maya (AnimBot to name one)
everything is wrong in that video 😂
uhmm... everyone knows Maya is used in those studios.
cool but… the Drogon at 00:10 it’s not the original from GOT, but it’s a fan-art created by me and two other guys. You can check it hahah
title is not correct, I know from a friend dreamworks uses maya along with many other applications
Renderman is open source? Since when? Wikipedia says "Proprietary commercial software".
Dude, you can literally download it for free
@@kingofthekoopas8857 Something being free doesn't make it open source. Open source means you can get the source, change it, and publish the result yourself and even sell it. Depending on the specific open source license you might need to publish your changes under the same open source license again.
@@kingofthekoopas8857 The fact that there is a free version has nothing to do with "open source". RenderMan is not open source, at all.
Perhaps someone can help me answering this question. I've been using Blender for a few years but want to step up my game to become a matte paint artist for both stylized and realistic looking movies. I've got the tip to either learn Maya or Houdini, as they're both used the most within the industry, but I'm just not sure which one I should start with or just stick to. Can anyone give me advice on this? Thanks!
I think you can find the answer from other comments on this video. I use both Maya and Blender, each app has its own advantages but in my opinion, I think you should focus on Maya. Big animation companies like DreamWork, Pixar, and also game companies are using Maya as their main tool
Render Mann is not open source and if you want to use it for commercial purposes, pricing is if you have to ask, it’s too expensive.
They use Katana, Maya Renderman, Houdini. There are other softwares, you can see them in the documentary of the Pixar, but none can use them😅. I’m not an intern, but I like to study that. I know that toonz is used by Groenin and Family Guy, probably some Disney tv series.😊
I’m a first year animation student. My question is for everyone in the comments. Why don’t I find many short films made on maya by independent filmmakers on TH-cam? Why is it every short film is made on blender?
Hi!
So the main reason as to why blender tends to be used more often in independent film is because it’s a LOT cheaper compared to Maya. Maya indie (which is the cheapest version out there) is upwards of $300 a year whereas blender is FREE! The reason Maya costs so much is because it’s an industry standard, meaning it’s made specifically for larger studios (aka Dreamworks & Pixar). While Blender is made so that anyone can animate, regardless if they work in the industry or not. Blender is also a lot easier to learn for most people and is a community run program so it tends to have a lot of unique features, plugins, and assets.
No hate to Maya at all though (besides it being horrendously expensive), it’s a fantastic program and has a lot of features that blender doesn’t, it honestly just depends on what type of project you’re working on.
Hope this helps a little bit! :)
@@cassidykellyart Maya 2025 is free ill make a tutorial soon
@@Babiii-g8nhow is it free without cracking it? I checked the site and there is no mention about it being or becoming free
Developing a limited 3d software, in terms of feature, is actually easier that you would think.
Lots of concepts in 3d program are written around open standards, and there are many implementation of those standard that you can use to start with.
Creating a viewport that allows basic interaction with some geometry requires very few lines of code, for example.
So this is fake news... man the internet is becoming a place of unreliable information. Im a professional animator and use maya as my main and these big studios, DO USE MAYA as their main.
I remember in some old making of, where the guys from Alias/Wavefront didn't recognize Maya.
The guys have developed great tools in MEL script.
Maya is still standard in the animation industry and it seems to me that many have implemented Blender as well.
what does game studio use?
Does the software really matter? Just work on your animation skills. Software will come and go.
Yes the software matters. It takes a lot of skilled software engineers to make usable software.
haha, Maya is actually a huge part of these companies
Cause they had their own proprietary software. End of story...
Maya is not totally closed source. Users can develop scripts and plug-ins for it, even though this may provide limited extension of functions.
being able to make plugins, has in essence is nothing to do with being open or closed source. It means you have access to an api to communicate with the in this case closed source application. Being open source means the whole source code is available of the application (in this case Maya).
I think a lot of Companies now a days are utilizing Blender now as well as Houdini
2 software that are highly customisable and easy to develop for.
Blendini!
@@MarquisDeSang blender isn’t especially customisable compared to most other packages (Edit: when it comes to scripting)
@@EightNineOne You know that Blender is open source right? Anyone can take the source code and do whatever they want with it.
@@MarquisDeSang Ah yeah, sorry, not being clear. I mean what you can do with it without recompiling it.
With what you can do via the python API and modifications to Blenders interface, it's not as flexible as Maya (I have quite a lot of experience with Blender's python API)
maya and Blender is the only production trustworthy software specific to "animation" in the industry.
You can add :
Maya Rendering Plugins► Renderman pixar
Maya Animation Plugins► Studio library
People make all types of TH-cam videos with NO experience, sounding they're the leading expertise in the industry.
bro everything is wrong in that video only random speculation.
- renderman open source? really? it’s not open source at all
- saying that the problems studio have can be solved with open sourced dcc like blender is such a BS. Bro the developer of Tangent animation themselves said that trying plug blender into a pipeline was madness, and any studio doing this is shooting themselves in the foot, open source doesn't mean it's easier.
It’s much easier to create tools in maya compared to any dcc because it has a very strong and robust API, all Weta tools are plugins inside maya and they are the most advanced tools out there.
You're missing the point, he was talking about the open source nature in general that can be easily modified unlike Maya, And opening a potential discussion point, he's not saying they should use Blender, and bro I think you should stop the nonstop hate of Blender on this channel, just let it go and enjoy life
no this not what he is saying and i'm not missing the point at all, he is saying that blender could solve the issue of creating extra tools, at what i'm saying are just facts not BS like this video.
If it was easy the devs of Tengant animation wouldn't have said how madness and nuts it is to trying to integrate blender an create custom stuff these are just facts, the same as why with maya is so easy to create extra tool inside maya because it has a strong c++ api this is also a fact period.@@fingfufar9878
@@elconquistador3340 you're saying this as if he didn't say "despite not being industry standard" like seriously bro, just let it go, he was talking about "open source" vs "closed source" and simply mentioned Blender, just to explain it to those that don't understand the meaning of "open source" beside, how do I know if Tengent Studio knew what they were doing? Why do I have to take it for a universal fact? additionally, why should we even care about any of this? Blender, Maya whatever, who cares, just do what you enjoy
the point is not saying random shit all day long and false statement, easy no? yes he said despite not being industry standard, but added that it would solve theses issues, the truth is that it's not at all. why you take for granted what devs from Tangent animation said, well maybe because they real studio experience and not some random guy on youtube that probably never went in any big studio. And by the it's not only Tangent many others said exactly the same about blender.
So the point is easu if you don't know what you are talking stop spreading false/inacurate information on youtube about the industry, easy no? @@fingfufar9878
@@elconquistador3340 saying not industry standard eliminates Blender, by "solves the issue" he meant open source, the nature of open source itself, why did you make a false conclusion in your mind and spreading it as a fact? Wouldn't it be more fair to ask him what he meant? Rather than defaming him? And how do you know he probably never had real studio experience? And what makes you better placed than him? And all I see from my side, are people from the industry saying it has a chance, why do you feel the need to hate on a free software? But I still don't understand why we should we care, or why it bothers you so much, each time I come to this channel I see you hating on Blender nonstop, and I just don't get it, why do you feel the need to do that, and what do you have to prove?
In Maya you can do almost anything you can imagine through Mel scripting or Python
nope. Maya is a toolset for artists. Artists use their imagination and create the content. Inside Maya MEL or Python is a helping hand to do some repetitive jobs or arranging tools or communicate with other software.
disney did use maya for their game toontown though
I'm pretty sure WDAS uses Maya for their features.
Premo is great . Fast powerful and streamlined to only do animation and perfectly integrates all the production needs inside the software. Maya is more versatile and there is always a way to do anything you need to do.
am just starting off and want to get in to making games would maya be the best way to go
@0Jebus0 Maya isn't dying. What are you talking about?
Yes, Maya is the best way to go if you can afford it.
People here especially young teenagers don't know what does open source means.....
they don't use macs 🤭🤫
okay
a lil more research will make this video valid. do your homework before publishing content.
A lot of misinformation. Like “why do companies go through the hassle to create their own software instead of using Maya “ and pointing to lack of features.
No irs because those in bourse software was started and used long before Maya was released
They DO USE MAYA THOUGH!
this video was a big misinformation fest.
lol. every animation studio uses Maya
Yeah, but not Disney or Pixar, since they were pioneers in 3d animation, Maya and others didn't exist yet. They made their own software, that's still better than Maya.
@@csmemarketing you are wrong they still use maya and developed many stuff in maya for instance the 1st Xgen in maya was made by Disney and given to autodesk.
just check on youtube "How Disney's Animated Hair Became So Realistic" some making of about disney and you will see how they use maya.
lol. wrong. lol
@@csmemarketing they don't always use their own software. they also use third party softwares like Maya for rigging.
@@csmemarketingno, just different. It’s not an either/or scenario just additional tools. Studios having custom tools is a common occurrence.
Also Power animator aka Maya has been around since 1988. Presto is from 2008.
Be cool if some of the programs in this video became open source. doubt it'll happen
Some are open source. It is even stated in the clip here….
I know. meant the ones that aren't
pixar literally was built from the efforts of cgi pioneers. if anything, the real hollywood standard for cgi has always been in-house software. it's the smaller studios who are likely using off-the-shelf tools like maya.
Exactly. I guess I am getting old when “Renderman” needs to be introduced
@@litjellyfish
you might want to check out the documentary "the pixar story". this docu in particular made me appreciate cgi as an entirely different subgenre on its own from traditional hand-drawn animation, from concept to finished product.
@@maggyfrog I will check it out for sure. Thanks for the tip! 💚 May I ask how old you are? I turned 50y last week , so even though I was of course not there from the start but my interest in 3D started around 85-90 and around 90-95 had started to dabble with it myself. And of course I tried to grab everything I could about the companies, how they came to be, what they used and how they used it. Back then it was basically word of month, books and monthly computer magazines. But around 95 when internet really took of mainstream more info started to appear that way.
@@maggyfrog yeah and let’s not forgot the mix of it. I mean in the beginning it was basically programmers or 2D animators who used and created what they needed. And even today many seems to overlook how much concept art and 2D blocking, storyboards are used in pre production and pre viz
@@litjellyfish
i'm in my 30s. practically grew up on pixar movies, disney's golden age and pretty much the entire run of studio ghibli. i'd say my generation got spoiled on the best of both traditional animation films and cgi films, before hollywood cgi got stale and just before the golden age of disney ended.
i bet you'd really enjoy "the pixar story" as it even touched on lucasArts.
they use maya since they exists.
I don't use Maya either. I use 3ds Max.
This is such a misleading video. As someone that worked at Many of the ones listed MAYA is highly used. Houdini even more. If you're going to learn its still best to learn both of these.
Very good video. This is the same story as how Blender 3d was born. Same premise...the software on the market did not have the features NEOGEO needed, so they built their own so they could complete their client jobs. Whenever they encountered a roadblock, they just coded any new feature they needed. That skill is beautiful.
It’s a beautiful but risky and costly skill. That is the story how off the shelf software was born… allowing the companies with little time or budget to be able to create things. Remember this people when one complain about commercial software.
This channel cranks out a lot of content, unfortunately much of it is poorly researched and littered with factual mistakes. The whole premise here is wrong. Pixar and Dreamworks do use Maya for animation.
click bait. They certainly use Maya in many capacities. They are more likely to get support from Autodesk than from Blender's team. They may not use it in every part of the pipeline but to imply they are making their own software for everything is just wrong. And Pixar and Dreamworks are the 2 biggest so they can afford it - the vast majority of studios cant afford a whole software engineering dept when the main packages do so much already
Click Bait. This is entertaining to watch, were does the information for this come from, this is not a good video and mis-leads.
Is renderman really open for everyone
yea there's even a plugin for blender
@@danielpeterson1714no there isn’t
Autodesk has never been a trustable source of software. They have a seriously bad rep.
I’ve only heard the opposite actually
@@beccapapee Autodesk software not updated for years, it's a buggy software. They just changed number of version and of course take your money.
@@alexas8787 yeah I recently downloaded 3ds Max (cracked) and it's amazing how RAM hungry the thing is and how it can quickly crash if you accidently crank up some setting or modifier
Passive aggressive click bait
What on Earth are you talking about? You should do your researches properly before publishing a video.
Maya is definitely used extensively in every single big company you mentioned and more.
I bet you did not know that Maya was created because Disney asked for it. It was a collaboration between Alias|Wavefront, Pixar and Disney, which wanted an artist friendly animation software that its animation team could actually learn and use on a daily basis.
I can add Double Negative, Framestore, Cinesite, Peerless Camera Company, MPC and so on and so forth to the list. They all use Maya and Houdini as their main tools.
P. S. RenderMan is not open sourced at all.
Pixar’s RenderMan is open sourced ?
No. Dude has no idea what he is talking about.
@@tlilmiztli Not, you don't listen. DreamWorks render engine is opensource, MoonRay
Considering all the errors and fallacies in this video why don't you remove it instead of perpetuating lies?
Wtf do they use then 😭
Pixar & Dreamworks Don't use it?????? why you are acting like you work there? hell yeah they use it and mainly USE IT !!!
click bait
lol how does this get 33k views.
Not true!
Blender
Maya is only good for rigging and animation
C4D
moonray for animation??? LOLZZZZ !!! man u r crazy !! get some real info.. !! lol
This channel makes video with no research 🤦♂️
Please, delete this video. Stop saying stupid things! If you don't know the topic, my recomendation is just to avoid it. Basically, you're completely wrong.