Blender users are so defensive. I'm a Blender user myself and I cringed while reading the comments. Chill out guys, Blender not being industry standard doesn't mean anything but the industry refusing to use new tools. That's it 😅
Why would the VFX industry use Blender when Blender doesn't even fully support the most basic tools, like FBX, Alembic, and USD, the New hair system has been out for 2 years now, and still no physics, Mantaflow development stopped 8 years ago, and is not even fully integrated in Blender, and the list goes on, there is a very good reason Blender is not used by the industry!
Right. Studios and Production will not shift if the new software offers same functions and features to the current one. Unless Blender offers top edge features not found in maya.
Personally I'd use Blender for major modelling efforts, and Maya for rigging and animating. Blender is too finicky to get it play nice with Unreal Engine, while Maya just works out of the box for skeletal meshes. Meanwhile Blender has one of the most flexible modelling tools, perfect for static mesh and modelling passes.
yeah I flitter about too but UE5 to Maya and back is super smooth compared to blender. Hopefully that'll change soon with the epic mega money blenders getting.
yes, in blender it's just that little thing that adds up, like import export, and other workflow kink. Maya is Heavy Duty & their Algorithms are more Optimized, Edge cases are handled Gracefully. Mays is also play nice with Format from other 3d software. while Blender isn't Heavy Duty, what Blender good at is doing Light work. Maya can handle whatever weird Format that you throw at it and it can still run without complaining. Blender is good if you want to do some doodling, or other not too demanding project. Maya and Zbrush is still the tool that most people trust their career with, Those two is like Terminator, they get the job done and move on. Unstopable.
Someone created an import/export plugin from Zbrush to Maya and Maya to ZBrush. 1 click. It basically makes ZBrush and Maya a single powerhouse 3D app.
just to clarify, Maya for animation is the goat, but doesn't mean other softwares like blender don't do the job or are not used professionally. Films like Unicorn Wars, Evangelion or I lost my Soul were made with Blender, only to name a few! In any case, I hope people show more support to blender so we can go in to a future of open source like the programming industry have
Here are the major softwares that excel in particular tasks. 1. Sculpting - Zbrush / Blender 2. Modelling - 3ds Max / Blender 3. Texturing and Baking - Substance Painter / Mari / Marmoset 4. Rigging and Animation - Maya 5. Simulations - Houdini 6. Motion Graphics - C4D 7. Compositing - Nuke Each of the artist who ends up in studios are trained with best tools for that particular task. So Maya is the clear winner if one is considering rigging and animation. You can use Blender too if it is not affecting the pipeline in a major way.
I love Maya for its wide range of animation tools, but it hard for me to bee creative in other fields in maya compared to other softwares (lack of community support makes creating something interesting a real scientific work with searching tutorials from 6 years ago and reading a bunch of blogs and support help )
Exactly, is time to accept that is no industry standards anymore and if you try to master your skills with Maya, well all the companies this video is talking about are making huge lay-offs, then the future is uncertain because all new studios use other tools and not Autodesk. By now Autodesk software and ZBrush are dinosaurs.
As someone who works in the industry on the tech side, I was pleasantly surprised to see that you actually hit the nail right on the head. It’s too expensive and just doesn’t make sense to switch to another software when everything at the studio is built around Maya. It’s not like picking Google Docs over Word where you can just easily switch, huge production pipelines and artist tools have been crafted at studios over years of work, you can’t just port it all to Blender and expect it to work. Additionally, because Maya is enterprise software, large studios get support directly from Autodesk devs. Blender unfortunately doesn’t provide that, since it’s FOSS.
because its been the industry standard for longer than I can remember. I started on Maya and ended up on Blender later because I could run it on a Linux machine that I was using at the time.
One other thing, Maya is great but Autodesk also own MotionBuilder which is also best in the business for Mocap. AVATAR was heavily dependent on Mobu. I use both Maya and Mobu for animation and Mocap.
Look into the 12 principles of animation. Start messing around and making 24 frame / 1 second animations. Look up walk cycle image and there’s one with all 24 frames that you can plop into Maya/blender as an image reference and import a rigged model. Copy the movements. Start big, then go small. Some people like to focus on animating from top to bottom, some do it bottom to top. I would look into learning rigging too if you’re gonna be animating, it helps you understand how people create the controls for the models
Good luck.But keep in mind that it is all an illusion(glamour of the big studios and all its "shinny"). They want you to work for less possible, and will throw you away when AI can do the thing, with the minimum amount of people supervising it. Mass entertainment industry that requires art end up becoming a kind of slavery. Just like any other work. Look at the Disney story... W. Disney was a businessman that required to every arstist sign "Disney" in their work. I hope the young people wake up to change this kind of explotation. Read a lot, read interesting stories, illstrate by hand, sculpt in clay... Sorry about the unsolicited "advices".
nice!! i'm also doing my gcses rn, have been using blender for a few years and 100% reccommend it, it's rlly good for 2d and 3d animation plus there are tons of tutorials for it on youtube! maya is super expensive but if u can afford it i've heard very good things about it
Awesome! Just remember that having favorites is cool but treat them as equal so that when the opportunity arises for perhaps a job, you won’t be harming yourself with the lack of knowledge you have because you didn’t like a particular software
I have a feeling this video will not bode well with other communities. I will repeat what John Kratos said once: "They are tools, they serve a purpose. Having favorites is meaningless" - John Kratos (The God of War, Ragnarok)
for animation, I still think Maya is better than other software. It's because it was designed for animation, this is also why most mocap ended up using Maya humanik as their base. While this does not mean maya is the best at everything, for example I sometime use blender autorig to help me reduce time from skinning the whole rig manually.
@@Axiasart Maya can't ever be an all-in-one software, while it can do everything. Most of the things they can do are subpar at most and are enough for basic usage, such as Bifrost and their sculpting tools. Yet they're still viable because of the studio pipeline and all the investment poured in to create plugins compatibility. Another reason is that vfx studio uses linux such as Weta. My mentor who works in Weta doesn't even want to use Blender because they use to have a bad rep in certain Linux operating systems and they're not as optimized. So the studio ended up using houdini and Zbrush to fill in the gap of Maya since artists can't be bothered to waste time switching boot from linux to Windows everytime they need to use other software. While the senior artists can since they're reserved 2 computers, they're far more stubborn in what software to use.
Great perspectives. Many new and younger animators just don't realize how prevalent Maya is in the industry because the people using it are too busy working in the industry, using Maya, to combat the Blender misinformation out there. It's not about whether Blender is "good" or "bad" which is the strawman argument many young Blender users try to turn the conversation into. Blender is great, it's just not what is used widely in the industry at mid-large studios, period. Above all it's about the skills and stacking the deck in your favor if you want to work in the industry, so why not do it learning the software most places use for the rigging->animation pipeline.
235€ a month is why most people wont do it. The one free year you get as a student isnt nearly enough if one is just starting out with 3d . Young people are broke. Artist usually are broke. I dont think that any blender user will mind learning maya, if its used in a studio, if the license and the needed recources like knowledge is provided. But i think an influx of so many talanted 3d artists in blender, will shift the way studios hire or even operate, knowing they could access a wast pool of skilled workers buy just switching to the cheaper alternative. Personally i couldnt afford maya, and from the one year student version i just value blenders user friendlyness highly.
@@swaz9944 Since my career began 12 years ago I've heard the same argument: there are so many new artists using Blender that studios will change their pipeline to use them. This has not happened, it will not happen for that reason. Studios spend millions of dollars on their pipelines and are not prepared to scrap everything and start over. Even a rigger from Tangent Animation said they could not have created the movie Next Gen in Blender if he didn't know Maya and they had to write custom tools to use Blender. Tangent has since shut down. 235€ I can understand seems like a lot, but it's also less than 1€/day too, plus there are other ways of getting Maya ;) One of my students, using the student license I can provide them, got their first animation job in only 4 months, after never having opened Maya, so 1 year should be sufficient to get your first demo reel completed for most people. We can have these conversations all day, but the results over many many years speak for themselves. Plus, I see Unreal Engine taking over animation way more than Blender, it's also free, so the argument for Blender begins to be really thin when it leans on that aspect that is also true for Unreal and I do know studios actually using Unreal for animation. If I were a student right now, I wouldn't wish for a multi-billion dollar industry to steer itself to the whims of what software is free for me and I'd do everything I can to stack the deck in my favor, which would include learning whatever they are using for the jobs I want to be hired for. All that said, if you happen to be in the top 1% skill-wise, no one cares what software you're using (unless the job is for a short contract), they'll hire you. Best of luck to you.
@@swaz9944 Well said, what most people also fail to mention is, that maya and 3dsmax rely on paid addons to be useful. The amount of money that you will spend on making maya or 3dsmax a capable tool is ridicilous. You'll spend like $10,000 on addons alone, and for some you'll be having to pay multiple times as they are updated and for some you have to pay monthly. There is many addons for Blender which are payed, but the prices are much better.
Blender users are just circle jerking and looking for aproval that their software is best. Its not, it wasnt for last 30 years and it wont be in near feature. It has tools for all 3d production but it lacks many important features on all areas and in general optimization sucks
Because was the only thing outthere. There are only 5 programs out there. Blender, max, maya, houdini. Well modo. (After all the new tools with Houdini and the lack of updates on maya Autodesk (after they killed xsi) studios are slowly moving to Houdini)
Houdini 20 brought very powerful CFX tools, like APEX and an AI to help with animation, but they are alpha at the moment, it will be interesting to see how good they get over time!
Weird comment section. Its like some people are offended that others say no to maya because its expensive lol. How is that not understood? I just started learning animation in my own time (28 y/o) so I wont be applicable for a student license to even think about maya. Therefore, I'll continue to use blender 🤷🏾♂️ Its really not that hard to understand
@@gcharb2d I literally said in my original post I have just started learning animation... Now I know you didnt even fully read my comment. But yes, blender has been nice so far.
@@gcharb2dbro why are you replying to everyone who slightly defends blender and disparaging them?Get a life wtf. I’m sick of people like you. At the end of the day they’re just tools and you surly can make the best of all of them.
I agree that the main reason Maya is standart in industry is because the studios have already built all of their pipeline around it and there is no reason for them to go through the process of switching to Blender just because it's as good as the softare they already use.I would just add the important fct that although it's hard for companies to go through an adaptation like that, it's much easier for individual artists like us. I'm an animator and every time I have learned another software I spent hours learning the tools and a few days to get used to it. What takes time is to learn the craft of animation itself, not the tool you are going to use. That's why I think that for a beginner learning Blender may be the best option because it's, keeping in mind that later on they would need to learn a new tool and it will be easy and as fast as a week. Deppending on the studio this new tool may not even be Maya, but a proprietary tool.
@@artdesign-e1s 🤣🤣🤣🤣🤣🤣🤣🤣a hardcore fanboy of Maya that probably will be sleeping under a bridge soon if do not learn to adapt, what scares you that people like this independent animator can do a better job that what you can do? the MASSIVE LAY-OFFS int the big companies that uses Autodesk software? or the cruel reality is Blender and Houdini are to advanced for your brain and you can not use things like Geometry nodes? or maybe all of above 🤣🤣🤣🤣🤣🤣🤣🤣🤣 Just for you to understand REALITY, I am a Studio OWNER, I have right now 62 animators all of them proficient in Houdini and many of them came just knowing Blender, why I took them in, simple, I know any animator INTELLIGENT enough to learn Blender can learn Houdini while small fries like you are useless for me ;3 You were just scammed by a rigged ecosystem, you get into debt to learn a software that is used by old studios that already were scammed as you forced to spent thousands of dollars to improve an Autodest software and pay thousands more to make that software useful for them, of course EDUCATION IS A BUSINESS they will align with Autodesk and ally to scam as many as they can 🤣🤣🤣🤣🤣🤣🤣🤣🤣 my boy at this point in time just laugh and accept they just fool you.
I'm glad Blender got so powerful so quickly because Autodesk really needed the competition. Maya used to be $1,800 per year, but then blender scared the hell out of them and now as long as your business isnt earning $3m a year, it's like $300. and it's so worth it. it's ridiculously intimidating but it's top tier in modelling and animation for a reason. all of blender's best animation features are better in maya. maya's tools get better and more refined with every new release (unlike every adobe software). it's the goat
Spider-verse uses Blender and Maya for different parts of the pipeline. They gave a talk about it at Blender Conference last year, so I'm not sure why the assertion here is that Maya's the only tool that gets used. The reason it gets used for primary animation is because Autodesk's insane pricing structure also means that if you have the money, they have support staff to help solve your problems and its been around long enough that workflows are built around Maya's tools. It's cheaper in the short term to fork over the money to Autodesk, instead of hire people in house to crank on Blender when you need something fixed now and retrain all the animation staff that have been working in Maya for the last decade and a half or whatever. Being crusty and old and not actually worked on commensurately to the amount it costs also actually benefits Maya in production in the sense that they're most likely not going to make a lot of breaking changes to stuff you need, so you don't have to worry as much about a tool stack you built falling over when you move on to the next project.
Yes, you guys are smarter than studios. They are using maya because they dont know how good blender is. Maya is a matured tool that doesnt need to copy features that existed on other softwares 10 years like blender. Check last 4 years of update on both softwares. You will understand which is alive and dead. Same talk for last 10 years, still there is maya on the top on animation industry.
Blender had a very very small part in the animation, primarily the grease pencil tool, to add hand drawn effects which then were put back into Maya for final. The actual animation was all done in Maya. No animator actually animated with Blender except for that very small 1-2 min lego sequence done by that kid in Blender.
@@anim8rJMunoz Actually 🤓, it was literally said that the artists that were working on the project that were comfortable with blender were allowed to use it(Not just Lego_me), but other animators
@@thecrinjemasterjay Nope, only a small part with Grease Pencil, it was confirmed by Daniel Martinez Lara, don't believe everything the Blender Institute says!
I am pretty sure Blender was just used for the inklines. The Animation was still done in Maya. In the first one we did not use Blender. At least not in animation related parts
I used 3 years Maya. The software issues and shutdowns make me sick so i switch Blender recently. All i can say is Maya is better everyway but if u can struggle with issues all the time. Doesnt matter how good this software is.
Blender is crippled with limitations, and those are not bothering you, and I can make Blender crash on command, not exactly the most stable software, not by a long shot!
GP is the only innovation Blender ever brought to the world of animation, not because it's the best 2D animation software, it's not, but because it has the best 2D/3D integration!
Only for certain scenes, don't forget animation is usually done on a shot per shit basis, per animator. Grease pencil is totally great for doing smears, but it's perfectly doable in Maya and various other programs.
I don't feel like this really answers the question in the title. Studios can and do change software all the time, so why don't they do that with Maya for animation? It can't just be because of existing pipelines. It would have been nice if you had compared and contrasted Maya's animation tools with other software like Blender.
Ah, some other points I would like to add in ths delightful discussion: When you talk about video refference and, later, about graph editor it may give to some people the impression that Maya is better than other softwares in these functionalities, but it's not the case. At least not between Maya and Blender. I've animated in 3DsMax, Softimage, Maya and now Blender. I didnt use video reference in Softimage and 3DsMax, so I will consider only Maya and Blender for comparison. Both Maya and Blender have great capabilities to bring reference footage in and Blender is slighly better in this area. And the Blender's Graph Editor is as good as Maya's as ell, but in this case I think both are equally good, just different. The first impression of Blender's Graph Editor for Maya users is always terrible because it ssems nt make sense, but once you give it a chance you see how smartly made and intuitive it is. Sometimes I even think it's
Thats not true. You are just comparing if the both softwares are able to animate some for like a minute of body movement. Even for that case blender lacks of highly customized rigs like maya, something like ziva dynamics and animbot. For a production line blender has many flows. It doesnt have fully functional cache system, hair sytem and proper simulations. Cycles is not as good as other render engines like arnold, redshift, octane, etc and object types other than mesh is not supported on those render engines for blender. Huge scenes cant be optimized like maya, houdini and c4d. Nearly any function supports gpu accelaration. Its slow, laggy, missing many features and wont be in an AAA production line becouse of that.
@@cppfa sorry but in such scenarios the reality is you use HOUDINI, no matters how hardcore fanboy you are of Maya, sorry but even UE5 is more powerful, only cheap and jurasik studios will pick Maya for a huge project over Houdini, and is not about Blender, the main issue is the negligence of AutoDesk, how Maya does not improve and how to use Maya Autodesk expect us to spend money to improve their software and make it usable in our projects while the other companies give us a full developed software that requires minimum to NONE additional investment.
@@ed2fun Nobody uses houdini for animating or main softwarefor animation movies. They import to maya. And unreal engine is not used on any pro pipeline. Still blender has no place on these. I am not maya fanboy and using nearly every 3d software. There is not a single reason to use blender.
I am an animator with over 10 years of experience in the feature film industry. I can definitely say that Maya's graph editor is much more powerful for advanced key animation work than its chaser, blender.
curious whens the last time you used blender's graph editor? advanced key animation work is a BROAD subject that play field can go for as long way. @@권순재-j1f
The main reason there are so many fan of blender is because it’s free while Maya is a paid software not many are willing to buy and know. Many blender artists mistakenly think that blender is the best everywhere. It’s not. It’s good for sure but it barely keeps up with the software which chose to specialize instead of diversifying their focus. Zbrush is better for sculpting, substance is better for PBR material, 3d coat is infinitely better for hand painting texture, Maya is better for rigging and animation, Houdini for simulation, marvelous designer for clothes simulation etc But the thing is there is no need to go for “the best software” you just need something accessible and good enough.
Gotta say when I used Maya in architecture school pre 2010s it blew other modeling programs out of the water. It was a lot harder to use then so I’m hoping it’s cleaned up some.
I love blender because is easy to understand and there is a lot of comunity and tutorials if you have some problem. Maya lacks these and its not easy to understand for someone new
Blender will never become an industry standard simply because it doesn't support industry standards, to think that Blender could replace Maya in studios is just ridiculous IMHO, Houdini though, with its new CFX tools like KineFX and APEX, and the new physics AI, directly threatens Maya for CFX, just like Houdini Solaris is replacing Katana more and more!
That's what de facto standards have. Someone said it was good and the snowball effect ensued. The more people uses it, the more it advances, the more people will repeat the mantra. The thing is equations are all the same everywhere so it really doesn't matter if it is really good or not. In fact, what most companies do is customize their workflow, so Maya is just the base at most.
I’m 26 years old, I’ve already tried my hand at creating characters for games, making some assets, now I’m doing a little bit of VFX and advertising, but I like animation. I tried to get myself into it, but I can't get past the bouncing ball. What do you think, maybe it’s too late for me to learn this or this job is simply not for me. I really want to get into the animation industry, because when I watch cartoons and how I make them, I go crazy
Maya student here! It was rather hard tp adapt to Blender after two years of modeling and animating in Maya at university, but I'm still making some progress)
@kikiweyo14 thats just it! I even tried to use the "industry standard hot keys and it's still strange. There are so many things. I think if not for the time it wouldn't be so bad but im too far in now 😅
@@bytesmousesame here!! I tried ZBrush and even SFM navigation (which is WASD + rotation with mouse) 😂 But still, even if it's pretty new for me, I'm trying to study Blender even if it's not included in my university program, using my knowledge about Maya and ZBrush.
Maya is fine ...used it since it was called power animator but it feels long in the tooth and slow now days. you can do full blown character animation in unreal engine now. times have changed
I wish i could use maya, im just broke, im still learning 3d on blender but i really wanted to learn zbrush and maya, it looks wo much more convenient and complete
The industry developed around maya because of corporate liabiloty. Blender just started releasing "stable" versions. If your working on a big production, curropt files and program crashes can be more expensive than the license
I just love how the indie crowd gets it all wrong about Maya :D An "industry standard" software is the one used by so called "Technical Artists", "Technical Directors", "Pipeline Technical Directors" etc. And these people use the software that's most flexible in terms of tool production, as well as least problematic for data import-export. Meaning it needs to do things "like everybody else". Blender is not even close to usable in these departments.
The only reason why Maya is relevant today, is because it forced its self into the system. What made it a capable tool is the tools developed by the filming studios and game studios. Without the tools developed by these studios Maya wouldn't be relevant. And they make you pay such ridicilous prices for their software, and then on top of it you have to pay like $10,000 every year for addons to make it capable.
No one pays $10000 for maya addons. There are ziva, yeti and animbot in maya which you dont have equivilent in blender. You need to pay blender addons to make it work properly but still not close to maya. How can a software force its way to industry? The chose it becouse its best for modelling, rigging and animation.
@@cppfa @fafanim It was very primitive back then. But there wasn't any other options really. So studios and so on picked it up and made it great through plugins and additions. Look when Blender gets incorparated into more films and games, there will be more and more great additions to Blender. You are very naive thinking that all those tools were created by autodesk. Animbot costs (ECO$60/PRO$144/Premium$396) per year or life time $249. Yeti costs $699 and for upgrade $300 Ziva face trainer costs $1800 Ziva VFX $1800 per year Maya it self $1875 per year Together you would spend in a year $6,423 These mind you are not by autodesk and are seperate from maya. When you list plugins for a reason you move over to a different program. Then just say its the plugins you moved over for not Maya.
@@cppfa sorry but as well I can tell you a thousand things Maya can not do as Houdini does, plus the price of Blender addons are very low, plus the customization of Blender is very cheap, because is an open source software basically you can create your own version of Blender with just a few hundred dollars, what you do not realize because I assume you are just a hardcore fanboy of Maya and just an animator while for us, STUDIOS, cost production is relevant, because we must take in account to pay people like you, while you just focus in get PART of the job done, and is NO JUSTIFICATION possible for a Studio OWNER like me to spend in a tool (that is not cheap in terms of value per price) when are better tools even for FREE, in terms of value per price, even with the higher cost, Houdini remains KING, then if I try to calculate production cost, my priority will be Houdini and if I need to lower cost then all go AROUND houdini and I additionally only spend in what Houdini doesn't do for me, and here is where Blender comes into the table, 3D COAT/Blender over ZBrush, Blender over Maya, anyways Maya doesn't offers any functionality I don't have already with Houdini, then sorry kiddo I am an old man and my small studio is still standing because being a dinosaur working for decades in the industry I learned to ADAPT is how I survived, anything that offers no value must to be kicked out of my pipeline and right now at this point in time is no Autodesk product that offers any value to me then their software has no place in my pipeline, instead Houdini, IClone, CC, UE5, 3D Coat, Blender are part of my pipeline and now I am going to get rid of all Adobe as well, even Marmoset still can be useful, but is not a single Autodesk product that offer anything other software don't give to me for lower price or for FREE or with better quality. Times change friend and with it all changes, and right now the real truth is that is NO INDUSTRY STANDARDS, is what alltries to make us believe to keep things in the same way for THEIR OWN BENEFITS, but autodesk products are not anything special nowadays and if you will tell me that I can not work without animators like you that can work with Maya, better you think it twice, because you beloved industry standards are falling in front of you in slow motion MASSIVE LAY-OFFS in all big companies like Disney, while I am growing and hiring more people because I can get 3 times more and easier animators that can get the job done with the software I use, I DO NOT CARE OF A COLLEGE DIPLOMA or if you worked for Disney Blizzards Ubisoft or whoever, what I care is that you can get the job done with the tools I give to you, reducing my production cost, improving time of production and getting the same or even higher quality results. And the main reason of my way of thinking is that INSTEAD of give away my money and work in the best interest of Autodesk make them more rich while I work my ass off, I prefer to improve my OWN life conditions and also provide opportunities for others, instead of paying for Maya I can hire a python coder, I can pay one more animator, I can hire more people, what in the end run will benefit me more as well, simply I HELP MYSELF HELPING OTHERS.
Is it difficult to switch to Maya after learning Blender? I got into uni to study animation and we learn 3D from Blender, even though most studios use Maya… I’m worried about my future job now
Its just the interface man, you know the workflow. At least you have the flexibility to switch, with my country's currency i dont even have that choice( not yet at least)
Not that much. The basics like graph editor, keyframes, IK/FK... it's like that on all 3D softwares. Maya can get deeper but has less community support. If u can do 3D animation in Blender u definitely can do it in Maya too, you just need to figure out the UI.
@@mr.lunatic3157 bro, no I don’t have that flexibility either lol. I’m just asking for future reference. I’m pretty sure most people who’re getting into 3d don’t have the finances to get Maya, me included
My main gripe with Maya is that, due to the fact that its industry standard, it has barely been getting any good updates, meanwhile blender is expanding all of its features constantly, not to mention how sick i am with all the errors and antiquated systems in maya (and yes i have been using maya incredibly actively for two years now), from my experience maya is certainly superior to blender when it comes to things like uv unwrapping, and animating, but holy sh** im so sick of modelling in maya, its mentally exhausting to use
Im a blender user, I was thinking that blender is the best, but after touching some industry standard software like houdini, it's way deferent houdini teach me the real 3d, and the amount of geometry that he can handle and still moving in the view port like nothing, and tye tools, blender can't support all 3d format and cant read attributes from other software most of them and allot of time don't read them correctly.
Great video, the script is really funny though because of how many times they say "the top studios" or "some of the best animation in the world" xD feels like an ai assisted script
Do you think i can use maya to remeke ruby gillman teenager kerkan was a dermwokes movie but it wss they worst flop and failures but they say they are oky with my change the movie the porblma is i don't kenw how to make animation movies yet
I get that Blender still hasn't become a fully fledged industrial Package, but mentioning Cinema 4D as an industrial Standard for entertainment industry is wrong as well. it is no doubt the industry standard for Motion graphics, but not for entertainment industry especially games & Animated feature film.
Im still a uni student, but I only use Maya for rigging and animation (+simulations). Personally I like modeling and sculpting in Blender a lot more. If Blender could improve some of their rigging features and the graph editor Id love to use it, since I like the interface more.
Wish it wasn’t so expensive. It’s already hard keeping up with an adobe subscription, and render engine subscription. Even knowing the benefits of Maya, I still will not use it. Simply because I cannot afford it. Wish I could, but I can’t. Blender hides the tools so it’s not easy to learn. I’ve come to like c4D. With Maxxon purchasing Zbrush, it just makes everything simpler to work with c4D, Zbrush, and octane render. Octane comes with Cascadeur for ai assisted key frame animations that are comparable to mocap, and Embergen, real time particle simulation. So for a cheaper price than Maya alone, I can get more than 3 other software’s, that bring more than enough tools necessary to craft an entire full feature 3D animation. I have no clue why people are sleeping on Cinema 4D. It gets ignored so much, yet has so much potential.
(pros can ignore me, if you love animation but don't know how to start,and don't plan to work in big studios, continue) because it did not pack too many automatic functionalities, it functions as you the animator or rigger manually crafted it, it's good for good animators and riggers, if you are not one of them, you'd better look at other procedural or AI tools like houdini apex(this one is procedrual and revolutionary), cascade, iclone , max cat or cs system,mixamo,how many people wants to create animation and not good at riigging and animation ? 99.9999999%of the population.
FINALLY somaeone that really knows what we are talking about, people don't understand that is not about Blender or Maya, because in terms of animation as soon as you enter in the world of Houdini that doesn't matters anymore, Maya is too far behind of Houdini and I respect Blender but honestly speaking can not match Houdini either, I respect the good will of Blender developers in cooperation with the very questionable commercial practices of Autodesk, a company that doesn't;t serve their customers but that ALWAYS tries to take advantage of them, why I will use and pay for a software that I need to not just pay to improve it but also need to pay to make it useful for me while I can invest my money in a full developed software as Houdini, I believe all this drama is pointless, just get Houdini and doesn't matters what else you use to support Houdini any will do it, Maya blender or whichever, at the end of the day Houdini will make it look well.
Please do you have a course where i can learn character design, animation and rigging in Cinema 4D because i use C4D so it would be awesome if you do have courses in C4D
I think if you're coming into the industry you should be learning Houdini. A lot of studios are switching from Maya centric pipeline to Houdini centric pipelines.
many reasons that Maya is called Industry standard much like a champion tile, of course, things wont last forever....but until then Blender will take another 6 years to become one.
I was under the impression that studios use maya because 1) They have already developed a pipeline/workflow for maya, changing to blender will need lot of work 2) To save TAX because you need to buy maya for each pc and its a buisness expense that can be deducted
Why would the VFX industry use Blender when Blender doesn't even fully support the most basic tools, like FBX, Alembic, and USD, the New hair system has been out for 2 years now, and still no physics, Mantaflow development stopped 8 years ago, and is not even fully integrated in Blender, and the list goes on, there is a very good reason Blender is not used by the industry!
I've been seeing Houdini, specifically it's USD implementation , taking over in the lighting and rendering part of the pipeline. More and more Maya is being relegated to be just a rigging/animation tool.
but what about a new studio or new artist? What if someone new is developing a video game and needs animation. is maya better in that scenario or blender or it doesn't matter at that early stage?
Well you heard the pros of maya in the video, one of the biggest cons would be the pricing, now as a new project in a fresh team or studio you have to weigh out the pros and cons, maya can be quicker in some processes and save you time while also it has a wide variety of tools and presets to animate but at the same time it costs over one thousand per year, is that worth it for a new project? Everything that you do in maya can be achieved in blender and recreated nearly exactly the same but it will work differently and may need other ways to be done. Blender doesn’t cost anything while it also has the pros of including anything you need to complete a 3D project in one single Program. Another good point is the user base, as it’s open source there are millions and millions of people using it and so the community has grown and created a huge library of tutorials and educational content it is almost impossible to find a problem that no one had before you. Maya has also a lot of helpful videos from students problems mostly but sometimes it could be harder to find what you need or it may be outdated or smth. Find what suits you best I love maya but if I have to pay for it on my own and it had no indie license I would not bother to do everything in blender.
Hmmm I got the advice from one of my friends telling me to spend more time on Maya instead of 3DsMax while learning softwares 😂😂😂 after I got a job turn out every single model I handed in had to be in 3DsMax 😂😂😂 so I spent awful lot of time to get the smoothing groups and other stuffs right to make sure the model works on both 😂😂😂 I feel idk, 😂 dying inside maybe😂😂
Flipaclip used by a master animator can create those effects. If you don't have the talent for animating a more expensive software won't help you. The first thing you must do is learn to draw
I don't know dude, its like saying the best songs in the world are written with a guitar. Most musicians play guitar and piano, so it really is no surprise that good comps coming out of these instruments. Same with animation, its not the Maya that makes good animations, it's the artist. Also I want to remind you that 10 years ago the art done with blender was pretty bad (I was there), when it got popularity and more professionals started to use it now it has the best looking work in the community. When you see a good 3D model you know it came from either blender or zbrush. A tool is just a tool guys, and limitations only apply if you have skills to go beyond what is possible with the tools in hand.
Blender is free, open source, I can write my own python scripts, does everything Maya does and it's improving all the time. Maya is $1800. I have no doubt that it's quality, but that's gatekeeping. An average high school student from the Midwest (or most places) is never going to buy that. Blender has also demonstrated that there are dozens of ways to make money with the software with zero upfront cost. Even if you went to college for 3d, most major studios have proprietary software. Blender is the people's champ
You can write your own python scripts in Maya too. Maya is $1800 if you're a company, if you're a student it's free. Blender needs add-ons to make it work properly. Blender is making beginners lazy because they just need to click one add-on button to get their final result, instead of actually knowing how to be a competent 3D artist. Most studios use Maya, so Blender users feel out of their depth if they get a job working for a Maya only studio. I had a friend in Uni who would shove Blender down everyone's throats, he never used Maya, as soon as he got a job it was with a Maya only studio. He said he didn't know what he was doing half the time.
@@MK_2023. Maya is free if you're a student? Any kind of student? Or just 3D? Honestly it doesn't matter. $1800 is extortion. Not to mention, if you can write your own scripts in Maya then it has addons too right?
Maya is free for a lot of creative student programs, and the recent indie license is a lot more affordable than the prior $1800 a year. I think we should be excited for both software and the strides they've been making, while Blender has been really kicking ass at improving its functionality. A lot of the staple 3d software are trying to reach a more competitive price margin because of this evolving industry. Perhaps one day Maya will become as easily affordable as Photoshop, while Blender will one day become something that is widely regarded as a pillar of the 3d industry-standard :)) exciting times!!
@@MK_2023.You're right about the plugins thing for Blender making people lazy. It's really true and that's what's keeping me from starting off with blender in the future. Don't get me wrong I have a LOT of respect for it due to it's community and open sourcedness but it doesnt hold up to the big dogs and doesn't seem to be holding up still (despite what the blender fanboys keep hyping it up to be). My current plans are to use Cinema 4D for main rendering and hard surface modeling, Maya for Animation, Houdini for Simulations, Z brush for characters and Substance Painter for texturing (not to mention editing and color grading etc in Adobe After Effects and stuff). It's a lot of stuff to learn but I'm determined 100% (piracy lmao)
Blender: “Free, Forever.” Also you might want to be careful when you say Blender isn’t good enough to be ‘industry standard’ yet- it’s been announced and found that many productions in 24-25 are using it :) it’s been ready for a while in what it does, it just has to be used(this is coming from someone who has used both in student settings)
Yes it is getting more attention and it is a very capable tool. But you cant create something like arcane, spyderverse on blender bu using as primary software. It cant support as much as polygons maya does. Between devices integration is not as good. Usd support probably worst in among 3d softwares. Hair and simulations are very limited and can be even considered as broken.
@@cppfa You make a fair argument for hair and simulation options(which can be done in houdini and the like and imported directly into blender just fine), but the Hydra Project recently got Blender into the USD support space pretty good, and also, Blender now does support more polygons, like what??? And you can create something like Spiderverse in Blender(actually animators who were more comfortable with Blender were allowed to use it on the project, as well as Blender's unique grease pencil tool was used greatly in the Across the Spiderverse Project), and it's going to be possible(technically already possible) to create art like Arcane, just look at what Blender Studio is doing with their new Project Gold open film. Also, what do you mean by integration between devices? As far as I know, having used Maya, the only thing that makes it easier to integrate maya across devices is the cloud saving feature, but that is completely outweighed by it's buggy file transferring system, like seriously.
Problem with maya is that its not that beginner friendly because we have to pay, but well students gets 1 year of maya free which isnt that worth it because its a vast software.
Blender is way so much easier to learn. But when you going to land a job in animation studios, you should learn Maya. But you will be quicker to learn Maya if you already understand how 3D software workflow work in Blender. Blender is more advanced and straightforward in their UI/UX, as if they designed specifically for new people to learn 3D in general
Easy because studios don't want to change their software that easily most of their old employees prefer the software they're used to, just look at 3D animation competition of pwnisher and see how blender animators dominates the top
I mean… we use it cause we have to but there’s so much useless shit in Maya. If they really focused on their animation toolset and getting it not to crash so much that’d be great
Blender users are so defensive. I'm a Blender user myself and I cringed while reading the comments. Chill out guys, Blender not being industry standard doesn't mean anything but the industry refusing to use new tools. That's it 😅
exactly
Why would the VFX industry use Blender when Blender doesn't even fully support the most basic tools, like FBX, Alembic, and USD, the New hair system has been out for 2 years now, and still no physics, Mantaflow development stopped 8 years ago, and is not even fully integrated in Blender, and the list goes on, there is a very good reason Blender is not used by the industry!
The industry uses whatever is the most aligned for their work which blender is sadly not.
Right. Studios and Production will not shift if the new software offers same functions and features to the current one. Unless Blender offers top edge features not found in maya.
Hobbyists lol
Personally I'd use Blender for major modelling efforts, and Maya for rigging and animating. Blender is too finicky to get it play nice with Unreal Engine, while Maya just works out of the box for skeletal meshes. Meanwhile Blender has one of the most flexible modelling tools, perfect for static mesh and modelling passes.
I love blender for Modeling too
yeah I flitter about too but UE5 to Maya and back is super smooth compared to blender. Hopefully that'll change soon with the epic mega money blenders getting.
yes, in blender it's just that little thing that adds up, like import export, and other workflow kink.
Maya is Heavy Duty & their Algorithms are more Optimized, Edge cases are handled Gracefully.
Mays is also play nice with Format from other 3d software.
while Blender isn't Heavy Duty, what Blender good at is doing Light work.
Maya can handle whatever weird Format that you throw at it and it can still run without complaining.
Blender is good if you want to do some doodling, or other not too demanding project.
Maya and Zbrush is still the tool that most people trust their career with,
Those two is like Terminator, they get the job done and move on. Unstopable.
Someone created an import/export plugin from Zbrush to Maya and Maya to ZBrush. 1 click. It basically makes ZBrush and Maya a single powerhouse 3D app.
>Blender has one of the most flexible modelling tools
kek, no.
just to clarify, Maya for animation is the goat, but doesn't mean other softwares like blender don't do the job or are not used professionally. Films like Unicorn Wars, Evangelion or I lost my Soul were made with Blender, only to name a few! In any case, I hope people show more support to blender so we can go in to a future of open source like the programming industry have
+ Across The Spider-verse allowing Blender integration into their pipeline for animating some the webs
9 was also animated in Blender if I'm correct
Those are 2D animated films done with Grease Pencil, not 3D films!
@@Nevermour no, it wasn't, they used Maya for 9 (2009)
@@gcharb2d OK: Next Gen, RRR & the man in the high castle, Maya and the three
Here are the major softwares that excel in particular tasks.
1. Sculpting - Zbrush / Blender
2. Modelling - 3ds Max / Blender
3. Texturing and Baking - Substance Painter / Mari / Marmoset
4. Rigging and Animation - Maya
5. Simulations - Houdini
6. Motion Graphics - C4D
7. Compositing - Nuke
Each of the artist who ends up in studios are trained with best tools for that particular task. So Maya is the clear winner if one is considering rigging and animation. You can use Blender too if it is not affecting the pipeline in a major way.
I love Maya for its wide range of animation tools, but it hard for me to bee creative in other fields in maya compared to other softwares (lack of community support makes creating something interesting a real scientific work with searching tutorials from 6 years ago and reading a bunch of blogs and support help )
Exactly, is time to accept that is no industry standards anymore and if you try to master your skills with Maya, well all the companies this video is talking about are making huge lay-offs, then the future is uncertain because all new studios use other tools and not Autodesk. By now Autodesk software and ZBrush are dinosaurs.
@@ed2fun That's what a Blender user who never used those software would say
@@ed2fun ZB is still king, and there are tons of Maya tutorials out there!
This exactly, I love Maya but when you are trying to search for anything is a pain
@@ed2fun
You are text equivalent of online brainrot
As someone who works in the industry on the tech side, I was pleasantly surprised to see that you actually hit the nail right on the head. It’s too expensive and just doesn’t make sense to switch to another software when everything at the studio is built around Maya. It’s not like picking Google Docs over Word where you can just easily switch, huge production pipelines and artist tools have been crafted at studios over years of work, you can’t just port it all to Blender and expect it to work.
Additionally, because Maya is enterprise software, large studios get support directly from Autodesk devs. Blender unfortunately doesn’t provide that, since it’s FOSS.
I’m designing characters and I love to see maya get those ideas and I’m such a big fan of animation
because its been the industry standard for longer than I can remember. I started on Maya and ended up on Blender later because I could run it on a Linux machine that I was using at the time.
Maya works on all linux distros.
One other thing, Maya is great but Autodesk also own MotionBuilder which is also best in the business for Mocap. AVATAR was heavily dependent on Mobu. I use both Maya and Mobu for animation and Mocap.
03:38 Seeing Kratos smile like that 😂😂
OMG LMAO
That's... disturbing
I’ll start my animation college tomorrow! I’ll use this app and others like Toon Boon and I’m so excited!!
Thats fire as hell good luck dawg
@@waitisthatcobalt thank you so much! 🫶
Gongrats!
name of the college and where ?
@@fvs666 It’s only located in Brazil, but it’s called Melies!
I'm amused you used my Kratos heart anim in your video. Thanks!
Maya is the best out there and with Maya Indie you can have an accessible license by every artist!
I wanna get into animation because the the spiderverse sequel so when I finish my GCSEs I’m gonna really try learning about blender and maya
That is a positive way to see it, do not marry a tool, just learn the principles and techniques then you can apply them using ANY tool.
Look into the 12 principles of animation. Start messing around and making 24 frame / 1 second animations. Look up walk cycle image and there’s one with all 24 frames that you can plop into Maya/blender as an image reference and import a rigged model. Copy the movements. Start big, then go small. Some people like to focus on animating from top to bottom, some do it bottom to top. I would look into learning rigging too if you’re gonna be animating, it helps you understand how people create the controls for the models
Good luck.But keep in mind that it is all an illusion(glamour of the big studios and all its "shinny"). They want you to work for less possible, and will throw you away when AI can do the thing, with the minimum amount of people supervising it.
Mass entertainment industry that requires art end up becoming a kind of slavery. Just like any other work. Look at the Disney story... W. Disney was a businessman that required to every arstist sign "Disney" in their work. I hope the young people wake up to change this kind of explotation.
Read a lot, read interesting stories, illstrate by hand, sculpt in clay...
Sorry about the unsolicited "advices".
nice!! i'm also doing my gcses rn, have been using blender for a few years and 100% reccommend it, it's rlly good for 2d and 3d animation plus there are tons of tutorials for it on youtube! maya is super expensive but if u can afford it i've heard very good things about it
Awesome! Just remember that having favorites is cool but treat them as equal so that when the opportunity arises for perhaps a job, you won’t be harming yourself with the lack of knowledge you have because you didn’t like a particular software
I have a feeling this video will not bode well with other communities. I will repeat what John Kratos said once:
"They are tools, they serve a purpose. Having favorites is meaningless" - John Kratos (The God of War, Ragnarok)
Cringe.
@@IAMNOTRANA no u
for animation, I still think Maya is better than other software. It's because it was designed for animation, this is also why most mocap ended up using Maya humanik as their base. While this does not mean maya is the best at everything, for example I sometime use blender autorig to help me reduce time from skinning the whole rig manually.
Yes people acting like Maya is claiming to be an all in one like blender no Maya is mainly an animation software
@@Axiasart Maya can't ever be an all-in-one software, while it can do everything. Most of the things they can do are subpar at most and are enough for basic usage, such as Bifrost and their sculpting tools. Yet they're still viable because of the studio pipeline and all the investment poured in to create plugins compatibility. Another reason is that vfx studio uses linux such as Weta. My mentor who works in Weta doesn't even want to use Blender because they use to have a bad rep in certain Linux operating systems and they're not as optimized. So the studio ended up using houdini and Zbrush to fill in the gap of Maya since artists can't be bothered to waste time switching boot from linux to Windows everytime they need to use other software. While the senior artists can since they're reserved 2 computers, they're far more stubborn in what software to use.
Autodesk Maya 🔥, user friendly interface and their tools which helps a lot in our animation work process, obviously it is professional software
Great perspectives. Many new and younger animators just don't realize how prevalent Maya is in the industry because the people using it are too busy working in the industry, using Maya, to combat the Blender misinformation out there. It's not about whether Blender is "good" or "bad" which is the strawman argument many young Blender users try to turn the conversation into. Blender is great, it's just not what is used widely in the industry at mid-large studios, period. Above all it's about the skills and stacking the deck in your favor if you want to work in the industry, so why not do it learning the software most places use for the rigging->animation pipeline.
235€ a month is why most people wont do it. The one free year you get as a student isnt nearly enough if one is just starting out with 3d . Young people are broke. Artist usually are broke. I dont think that any blender user will mind learning maya, if its used in a studio, if the license and the needed recources like knowledge is provided.
But i think an influx of so many talanted 3d artists in blender, will shift the way studios hire or even operate, knowing they could access a wast pool of skilled workers buy just switching to the cheaper alternative.
Personally i couldnt afford maya, and from the one year student version i just value blenders user friendlyness highly.
@@swaz9944 Since my career began 12 years ago I've heard the same argument: there are so many new artists using Blender that studios will change their pipeline to use them. This has not happened, it will not happen for that reason.
Studios spend millions of dollars on their pipelines and are not prepared to scrap everything and start over. Even a rigger from Tangent Animation said they could not have created the movie Next Gen in Blender if he didn't know Maya and they had to write custom tools to use Blender. Tangent has since shut down.
235€ I can understand seems like a lot, but it's also less than 1€/day too, plus there are other ways of getting Maya ;)
One of my students, using the student license I can provide them, got their first animation job in only 4 months, after never having opened Maya, so 1 year should be sufficient to get your first demo reel completed for most people.
We can have these conversations all day, but the results over many many years speak for themselves. Plus, I see Unreal Engine taking over animation way more than Blender, it's also free, so the argument for Blender begins to be really thin when it leans on that aspect that is also true for Unreal and I do know studios actually using Unreal for animation.
If I were a student right now, I wouldn't wish for a multi-billion dollar industry to steer itself to the whims of what software is free for me and I'd do everything I can to stack the deck in my favor, which would include learning whatever they are using for the jobs I want to be hired for. All that said, if you happen to be in the top 1% skill-wise, no one cares what software you're using (unless the job is for a short contract), they'll hire you. Best of luck to you.
@@swaz9944 Well said, what most people also fail to mention is, that maya and 3dsmax rely on paid addons to be useful. The amount of money that you will spend on making maya or 3dsmax a capable tool is ridicilous. You'll spend like $10,000 on addons alone, and for some you'll be having to pay multiple times as they are updated and for some you have to pay monthly. There is many addons for Blender which are payed, but the prices are much better.
Blender users are just circle jerking and looking for aproval that their software is best. Its not, it wasnt for last 30 years and it wont be in near feature. It has tools for all 3d production but it lacks many important features on all areas and in general optimization sucks
I would use maya if It wasn't so expensive, pretty sure that's why most blender animators use blender in the first place.
Because was the only thing outthere. There are only 5 programs out there. Blender, max, maya, houdini. Well modo. (After all the new tools with Houdini and the lack of updates on maya Autodesk (after they killed xsi) studios are slowly moving to Houdini)
Houdini 20 brought very powerful CFX tools, like APEX and an AI to help with animation, but they are alpha at the moment, it will be interesting to see how good they get over time!
because it's not per definition.. Depends solely on the goals, etc.. eg. 2D animation both Harmony and TVPaint are the leaders in studios.
Weird comment section. Its like some people are offended that others say no to maya because its expensive lol. How is that not understood?
I just started learning animation in my own time (28 y/o) so I wont be applicable for a student license to even think about maya. Therefore, I'll continue to use blender 🤷🏾♂️
Its really not that hard to understand
Maya Indie is $300, I would not call it expensive, not for the power it gives an artist compared to a free software like Blender for example!
@gcharb2d $300 is a lot to me. Might not be for most. For me that's basically investment money. Money I do not have right now...
@@captainsoarineaglethen clearly you don't make a living out of 3D, then yeah, Blender is a very good option for hobbyists!
@@gcharb2d I literally said in my original post I have just started learning animation... Now I know you didnt even fully read my comment. But yes, blender has been nice so far.
@@gcharb2dbro why are you replying to everyone who slightly defends blender and disparaging them?Get a life wtf. I’m sick of people like you. At the end of the day they’re just tools and you surly can make the best of all of them.
I agree that the main reason Maya is standart in industry is because the studios have already built all of their pipeline around it and there is no reason for them to go through the process of switching to Blender just because it's as good as the softare they already use.I would just add the important fct that although it's hard for companies to go through an adaptation like that, it's much easier for individual artists like us. I'm an animator and every time I have learned another software I spent hours learning the tools and a few days to get used to it. What takes time is to learn the craft of animation itself, not the tool you are going to use. That's why I think that for a beginner learning Blender may be the best option because it's, keeping in mind that later on they would need to learn a new tool and it will be easy and as fast as a week. Deppending on the studio this new tool may not even be Maya, but a proprietary tool.
@@artdesign-e1s 🤣🤣🤣🤣🤣🤣🤣🤣a hardcore fanboy of Maya that probably will be sleeping under a bridge soon if do not learn to adapt, what scares you that people like this independent animator can do a better job that what you can do? the MASSIVE LAY-OFFS int the big companies that uses Autodesk software? or the cruel reality is Blender and Houdini are to advanced for your brain and you can not use things like Geometry nodes? or maybe all of above 🤣🤣🤣🤣🤣🤣🤣🤣🤣
Just for you to understand REALITY, I am a Studio OWNER, I have right now 62 animators all of them proficient in Houdini and many of them came just knowing Blender, why I took them in, simple, I know any animator INTELLIGENT enough to learn Blender can learn Houdini while small fries like you are useless for me ;3
You were just scammed by a rigged ecosystem, you get into debt to learn a software that is used by old studios that already were scammed as you forced to spent thousands of dollars to improve an Autodest software and pay thousands more to make that software useful for them, of course EDUCATION IS A BUSINESS they will align with Autodesk and ally to scam as many as they can 🤣🤣🤣🤣🤣🤣🤣🤣🤣 my boy at this point in time just laugh and accept they just fool you.
Autodesk bot spotted @@artdesign-e1s
@@artdesign-e1sfalse, skill issue
Get Guud @@artdesign-e1s
Blender don't come close to Maya or Houdini, no TD with two brain cells would switch Maya for Blender!
I use blender for modelling,
Maya for rigging and animations 😎
What about uv, baking textures/ materials? What do you use for that
I used to make animation with Softimage XSI
Xsi was amazing
It’s like saying the whole finance and accounting world depends on excel.
I'm glad Blender got so powerful so quickly because Autodesk really needed the competition. Maya used to be $1,800 per year, but then blender scared the hell out of them and now as long as your business isnt earning $3m a year, it's like $300. and it's so worth it. it's ridiculously intimidating but it's top tier in modelling and animation for a reason. all of blender's best animation features are better in maya. maya's tools get better and more refined with every new release (unlike every adobe software). it's the goat
Nope, it's Houdini Indie at $200 that motivated Autodesk, not Blender, Blender scares no one in the Industry!
Spider-verse uses Blender and Maya for different parts of the pipeline. They gave a talk about it at Blender Conference last year, so I'm not sure why the assertion here is that Maya's the only tool that gets used. The reason it gets used for primary animation is because Autodesk's insane pricing structure also means that if you have the money, they have support staff to help solve your problems and its been around long enough that workflows are built around Maya's tools. It's cheaper in the short term to fork over the money to Autodesk, instead of hire people in house to crank on Blender when you need something fixed now and retrain all the animation staff that have been working in Maya for the last decade and a half or whatever. Being crusty and old and not actually worked on commensurately to the amount it costs also actually benefits Maya in production in the sense that they're most likely not going to make a lot of breaking changes to stuff you need, so you don't have to worry as much about a tool stack you built falling over when you move on to the next project.
Yes, you guys are smarter than studios. They are using maya because they dont know how good blender is. Maya is a matured tool that doesnt need to copy features that existed on other softwares 10 years like blender. Check last 4 years of update on both softwares. You will understand which is alive and dead. Same talk for last 10 years, still there is maya on the top on animation industry.
Blender had a very very small part in the animation, primarily the grease pencil tool, to add hand drawn effects which then were put back into Maya for final. The actual animation was all done in Maya. No animator actually animated with Blender except for that very small 1-2 min lego sequence done by that kid in Blender.
@@anim8rJMunoz Actually 🤓, it was literally said that the artists that were working on the project that were comfortable with blender were allowed to use it(Not just Lego_me), but other animators
@@thecrinjemasterjay Nope, only a small part with Grease Pencil, it was confirmed by Daniel Martinez Lara, don't believe everything the Blender Institute says!
I am pretty sure Blender was just used for the inklines. The Animation was still done in Maya. In the first one we did not use Blender. At least not in animation related parts
I used 3 years Maya. The software issues and shutdowns make me sick so i switch Blender recently. All i can say is Maya is better everyway but if u can struggle with issues all the time. Doesnt matter how good this software is.
Blender is crippled with limitations, and those are not bothering you, and I can make Blender crash on command, not exactly the most stable software, not by a long shot!
blender also have a big problem, force close very often
Fun fact: Spider-verse used Blender's grease pencil for the action line animation.
GP is the only innovation Blender ever brought to the world of animation, not because it's the best 2D animation software, it's not, but because it has the best 2D/3D integration!
Only for certain scenes, don't forget animation is usually done on a shot per shit basis, per animator. Grease pencil is totally great for doing smears, but it's perfectly doable in Maya and various other programs.
Cap
I don't feel like this really answers the question in the title. Studios can and do change software all the time, so why don't they do that with Maya for animation? It can't just be because of existing pipelines.
It would have been nice if you had compared and contrasted Maya's animation tools with other software like Blender.
mayas animation software, and ESPECIALLY the graph editor, are way more efficient than blenders
using both, and when it comes to animation tools, Blender has a long way to catchup still
Ah, some other points I would like to add in ths delightful discussion: When you talk about video refference and, later, about graph editor it may give to some people the impression that Maya is better than other softwares in these functionalities, but it's not the case. At least not between Maya and Blender. I've animated in 3DsMax, Softimage, Maya and now Blender. I didnt use video reference in Softimage and 3DsMax, so I will consider only Maya and Blender for comparison. Both Maya and Blender have great capabilities to bring reference footage in and Blender is slighly better in this area. And the Blender's Graph Editor is as good as Maya's as ell, but in this case I think both are equally good, just different. The first impression of Blender's Graph Editor for Maya users is always terrible because it ssems nt make sense, but once you give it a chance you see how smartly made and intuitive it is. Sometimes I even think it's
Thats not true. You are just comparing if the both softwares are able to animate some for like a minute of body movement. Even for that case blender lacks of highly customized rigs like maya, something like ziva dynamics and animbot. For a production line blender has many flows. It doesnt have fully functional cache system, hair sytem and proper simulations. Cycles is not as good as other render engines like arnold, redshift, octane, etc and object types other than mesh is not supported on those render engines for blender. Huge scenes cant be optimized like maya, houdini and c4d. Nearly any function supports gpu accelaration. Its slow, laggy, missing many features and wont be in an AAA production line becouse of that.
@@cppfa sorry but in such scenarios the reality is you use HOUDINI, no matters how hardcore fanboy you are of Maya, sorry but even UE5 is more powerful, only cheap and jurasik studios will pick Maya for a huge project over Houdini, and is not about Blender, the main issue is the negligence of AutoDesk, how Maya does not improve and how to use Maya Autodesk expect us to spend money to improve their software and make it usable in our projects while the other companies give us a full developed software that requires minimum to NONE additional investment.
@@ed2fun Nobody uses houdini for animating or main softwarefor animation movies. They import to maya. And unreal engine is not used on any pro pipeline. Still blender has no place on these. I am not maya fanboy and using nearly every 3d software. There is not a single reason to use blender.
I am an animator with over 10 years of experience in the feature film industry. I can definitely say that Maya's graph editor is much more powerful for advanced key animation work than its chaser, blender.
curious whens the last time you used blender's graph editor? advanced key animation work is a BROAD subject that play field can go for as long way. @@권순재-j1f
The main reason there are so many fan of blender is because it’s free while Maya is a paid software not many are willing to buy and know. Many blender artists mistakenly think that blender is the best everywhere. It’s not. It’s good for sure but it barely keeps up with the software which chose to specialize instead of diversifying their focus. Zbrush is better for sculpting, substance is better for PBR material, 3d coat is infinitely better for hand painting texture, Maya is better for rigging and animation, Houdini for simulation, marvelous designer for clothes simulation etc
But the thing is there is no need to go for “the best software” you just need something accessible and good enough.
Blender is goated for concept design since you can do all of the above interchangeably
Gotta say when I used Maya in architecture school pre 2010s it blew other modeling programs out of the water. It was a lot harder to use then so I’m hoping it’s cleaned up some.
I love blender because is easy to understand and there is a lot of comunity and tutorials if you have some problem. Maya lacks these and its not easy to understand for someone new
Blender will never become an industry standard simply because it doesn't support industry standards, to think that Blender could replace Maya in studios is just ridiculous IMHO,
Houdini though, with its new CFX tools like KineFX and APEX, and the new physics AI, directly threatens Maya for CFX, just like Houdini Solaris is replacing Katana more and more!
That's what de facto standards have. Someone said it was good and the snowball effect ensued. The more people uses it, the more it advances, the more people will repeat the mantra. The thing is equations are all the same everywhere so it really doesn't matter if it is really good or not. In fact, what most companies do is customize their workflow, so Maya is just the base at most.
I’m 26 years old, I’ve already tried my hand at creating characters for games, making some assets, now I’m doing a little bit of VFX and advertising, but I like animation. I tried to get myself into it, but I can't get past the bouncing ball. What do you think, maybe it’s too late for me to learn this or this job is simply not for me. I really want to get into the animation industry, because when I watch cartoons and how I make them, I go crazy
The only thing maya needs to be perfect its a flip pose tool for godsake, even blender got it
It doesn’t have that?!?!
@@hireathecho4 if you use studiolibrary its there
Usually decent studios have the function for animators or If you are indi, you might want to use Animbot plugin for it.
Maya student here! It was rather hard tp adapt to Blender after two years of modeling and animating in Maya at university, but I'm still making some progress)
I feel the same way! I’m learning blender now and it’s amazing but undoing years of maya is so hard 😂
@@bytesmouse especially when it comes to navigation and modeling
@kikiweyo14 thats just it! I even tried to use the "industry standard hot keys and it's still strange. There are so many things. I think if not for the time it wouldn't be so bad but im too far in now 😅
@@bytesmousesame here!! I tried ZBrush and even SFM navigation (which is WASD + rotation with mouse) 😂
But still, even if it's pretty new for me, I'm trying to study Blender even if it's not included in my university program, using my knowledge about Maya and ZBrush.
For me moving from Maya to blender was pretty easy to be honest. Blender is quite user friendly. I think the most confusing ui is in cinema 4d.
my stance is maya for animation and rigging, blender for modeling
And zbrush for sculpting.
In the right hand, MMD and SFM can be as cinematic as Maya
Good video but what does video reference have to do with maya?
Video reference is used for everything and every tool
Idk Cascadeur has been a game changer for me
love maya.
Maya is fine ...used it since it was called power animator but it feels long in the tooth and slow now days. you can do full blown character animation in unreal engine now. times have changed
Maya = Walter White
Blender = Jesse
Houdini = Gus Fring
What is the learning curve... Is it practical?
I wish i could use maya, im just broke, im still learning 3d on blender but i really wanted to learn zbrush and maya, it looks wo much more convenient and complete
Sounds like you need to change career path, sailing for example...
Where do you find all of the clips
The industry developed around maya because of corporate liabiloty. Blender just started releasing "stable" versions.
If your working on a big production, curropt files and program crashes can be more expensive than the license
I just love how the indie crowd gets it all wrong about Maya :D An "industry standard" software is the one used by so called "Technical Artists", "Technical Directors", "Pipeline Technical Directors" etc. And these people use the software that's most flexible in terms of tool production, as well as least problematic for data import-export. Meaning it needs to do things "like everybody else".
Blender is not even close to usable in these departments.
The only reason why Maya is relevant today, is because it forced its self into the system. What made it a capable tool is the tools developed by the filming studios and game studios. Without the tools developed by these studios Maya wouldn't be relevant. And they make you pay such ridicilous prices for their software, and then on top of it you have to pay like $10,000 every year for addons to make it capable.
No one pays $10000 for maya addons. There are ziva, yeti and animbot in maya which you dont have equivilent in blender. You need to pay blender addons to make it work properly but still not close to maya. How can a software force its way to industry? The chose it becouse its best for modelling, rigging and animation.
@@cppfa @fafanim It was very primitive back then. But there wasn't any other options really. So studios and so on picked it up and made it great through plugins and additions. Look when Blender gets incorparated into more films and games, there will be more and more great additions to Blender. You are very naive thinking that all those tools were created by autodesk.
Animbot costs (ECO$60/PRO$144/Premium$396) per year or life time $249.
Yeti costs $699 and for upgrade $300
Ziva face trainer costs $1800
Ziva VFX $1800 per year
Maya it self $1875 per year
Together you would spend in a year
$6,423
These mind you are not by autodesk and are seperate from maya. When you list plugins for a reason you move over to a different program. Then just say its the plugins you moved over for not Maya.
@@cppfa sorry but as well I can tell you a thousand things Maya can not do as Houdini does, plus the price of Blender addons are very low, plus the customization of Blender is very cheap, because is an open source software basically you can create your own version of Blender with just a few hundred dollars, what you do not realize because I assume you are just a hardcore fanboy of Maya and just an animator while for us, STUDIOS, cost production is relevant, because we must take in account to pay people like you, while you just focus in get PART of the job done, and is NO JUSTIFICATION possible for a Studio OWNER like me to spend in a tool (that is not cheap in terms of value per price) when are better tools even for FREE, in terms of value per price, even with the higher cost, Houdini remains KING, then if I try to calculate production cost, my priority will be Houdini and if I need to lower cost then all go AROUND houdini and I additionally only spend in what Houdini doesn't do for me, and here is where Blender comes into the table, 3D COAT/Blender over ZBrush, Blender over Maya, anyways Maya doesn't offers any functionality I don't have already with Houdini, then sorry kiddo I am an old man and my small studio is still standing because being a dinosaur working for decades in the industry I learned to ADAPT is how I survived, anything that offers no value must to be kicked out of my pipeline and right now at this point in time is no Autodesk product that offers any value to me then their software has no place in my pipeline, instead Houdini, IClone, CC, UE5, 3D Coat, Blender are part of my pipeline and now I am going to get rid of all Adobe as well, even Marmoset still can be useful, but is not a single Autodesk product that offer anything other software don't give to me for lower price or for FREE or with better quality. Times change friend and with it all changes, and right now the real truth is that is NO INDUSTRY STANDARDS, is what alltries to make us believe to keep things in the same way for THEIR OWN BENEFITS, but autodesk products are not anything special nowadays and if you will tell me that I can not work without animators like you that can work with Maya, better you think it twice, because you beloved industry standards are falling in front of you in slow motion MASSIVE LAY-OFFS in all big companies like Disney, while I am growing and hiring more people because I can get 3 times more and easier animators that can get the job done with the software I use, I DO NOT CARE OF A COLLEGE DIPLOMA or if you worked for Disney Blizzards Ubisoft or whoever, what I care is that you can get the job done with the tools I give to you, reducing my production cost, improving time of production and getting the same or even higher quality results. And the main reason of my way of thinking is that INSTEAD of give away my money and work in the best interest of Autodesk make them more rich while I work my ass off, I prefer to improve my OWN life conditions and also provide opportunities for others, instead of paying for Maya I can hire a python coder, I can pay one more animator, I can hire more people, what in the end run will benefit me more as well, simply I HELP MYSELF HELPING OTHERS.
@@ed2fun You are not an studio owner. Just an angry kid that needs help.
@@cppfa That sounds more like you than me
how did you get access to the process of creating arcane ?
Is it difficult to switch to Maya after learning Blender? I got into uni to study animation and we learn 3D from Blender, even though most studios use Maya… I’m worried about my future job now
If you know how to use one program, you should be able to switch after a couple weeks.
Its just the interface man, you know the workflow. At least you have the flexibility to switch, with my country's currency i dont even have that choice( not yet at least)
Not that much. The basics like graph editor, keyframes, IK/FK... it's like that on all 3D softwares. Maya can get deeper but has less community support. If u can do 3D animation in Blender u definitely can do it in Maya too, you just need to figure out the UI.
@@mr.lunatic3157 bro, no I don’t have that flexibility either lol. I’m just asking for future reference. I’m pretty sure most people who’re getting into 3d don’t have the finances to get Maya, me included
I can't afford Maya that's why I stick to Blender. If Maya is free, I'd also try Maya.
Maya is older than Blender, and its even like Mother of all 3D Software. So, maya has a lot of tools than any 3d software has
I’d use Maya if it wasn’t so expensive
It's free for student, and $22 a month for indie.
So who would buy the full price.Big company?
And of it would crash like crazy every time
My main gripe with Maya is that, due to the fact that its industry standard, it has barely been getting any good updates, meanwhile blender is expanding all of its features constantly, not to mention how sick i am with all the errors and antiquated systems in maya (and yes i have been using maya incredibly actively for two years now), from my experience maya is certainly superior to blender when it comes to things like uv unwrapping, and animating, but holy sh** im so sick of modelling in maya, its mentally exhausting to use
Im a blender user, I was thinking that blender is the best, but after touching some industry standard software like houdini, it's way deferent houdini teach me the real 3d, and the amount of geometry that he can handle and still moving in the view port like nothing, and tye tools, blender can't support all 3d format and cant read attributes from other software most of them and allot of time don't read them correctly.
Nice content ty
Great video, the script is really funny though because of how many times they say "the top studios" or "some of the best animation in the world" xD feels like an ai assisted script
Do you think i can use maya to remeke ruby gillman teenager kerkan was a dermwokes movie but it wss they worst flop and failures but they say they are oky with my change the movie the porblma is i don't kenw how to make animation movies yet
Gollum, Weta Fx
I get that Blender still hasn't become a fully fledged industrial Package, but mentioning Cinema 4D as an industrial Standard for entertainment industry is wrong as well.
it is no doubt the industry standard for Motion graphics, but not for entertainment industry especially games & Animated feature film.
Im still a uni student, but I only use Maya for rigging and animation (+simulations). Personally I like modeling and sculpting in Blender a lot more.
If Blender could improve some of their rigging features and the graph editor Id love to use it, since I like the interface more.
Wish it wasn’t so expensive. It’s already hard keeping up with an adobe subscription, and render engine subscription. Even knowing the benefits of Maya, I still will not use it. Simply because I cannot afford it. Wish I could, but I can’t. Blender hides the tools so it’s not easy to learn. I’ve come to like c4D. With Maxxon purchasing Zbrush, it just makes everything simpler to work with c4D, Zbrush, and octane render. Octane comes with Cascadeur for ai assisted key frame animations that are comparable to mocap, and Embergen, real time particle simulation. So for a cheaper price than Maya alone, I can get more than 3 other software’s, that bring more than enough tools necessary to craft an entire full feature 3D animation. I have no clue why people are sleeping on Cinema 4D. It gets ignored so much, yet has so much potential.
(pros can ignore me, if you love animation but don't know how to start,and don't plan to work in big studios, continue) because it did not pack too many automatic functionalities, it functions as you the animator or rigger manually crafted it, it's good for good animators and riggers, if you are not one of them, you'd better look at other procedural or AI tools like houdini apex(this one is procedrual and revolutionary), cascade, iclone , max cat or cs system,mixamo,how many people wants to create animation and not good at riigging and animation ? 99.9999999%of the population.
FINALLY somaeone that really knows what we are talking about, people don't understand that is not about Blender or Maya, because in terms of animation as soon as you enter in the world of Houdini that doesn't matters anymore, Maya is too far behind of Houdini and I respect Blender but honestly speaking can not match Houdini either, I respect the good will of Blender developers in cooperation with the very questionable commercial practices of Autodesk, a company that doesn't;t serve their customers but that ALWAYS tries to take advantage of them, why I will use and pay for a software that I need to not just pay to improve it but also need to pay to make it useful for me while I can invest my money in a full developed software as Houdini, I believe all this drama is pointless, just get Houdini and doesn't matters what else you use to support Houdini any will do it, Maya blender or whichever, at the end of the day Houdini will make it look well.
0:31 Sony spoiled Beyond the Spider Verse
Please do you have a course where i can learn character design, animation and rigging in Cinema 4D because i use C4D so it would be awesome if you do have courses in C4D
Cinema 4d is Mograph centric.. better head to maya and zbrush for other needs
I think if you're coming into the industry you should be learning Houdini. A lot of studios are switching from Maya centric pipeline to Houdini centric pipelines.
many reasons that Maya is called Industry standard much like a champion tile, of course, things wont last forever....but until then Blender will take another 6 years to become one.
I was under the impression that studios use maya because
1) They have already developed a pipeline/workflow for maya, changing to blender will need lot of work
2) To save TAX because you need to buy maya for each pc and its a buisness expense that can be deducted
were can i learn advance rendering tools in maya? can anyone suggest me?
Super kewl video loved it, Maya is powerful!!
Why would the VFX industry use Blender when Blender doesn't even fully support the most basic tools, like FBX, Alembic, and USD, the New hair system has been out for 2 years now, and still no physics, Mantaflow development stopped 8 years ago, and is not even fully integrated in Blender, and the list goes on, there is a very good reason Blender is not used by the industry!
I've been seeing Houdini, specifically it's USD implementation , taking over in the lighting and rendering part of the pipeline. More and more Maya is being relegated to be just a rigging/animation tool.
Katana is being replaced by Solaris, that much is clear!
The reason why they use Maya is because Autodesk bought and killed off the other competing animation software. Monopoly, nice!
Just check the movie credits.
but what about a new studio or new artist? What if someone new is developing a video game and needs animation. is maya better in that scenario or blender or it doesn't matter at that early stage?
If you are a complete beginner I would suggest Cascadeur. It only took me a few days to learn and the results you can achieve with it are really good
Well you heard the pros of maya in the video, one of the biggest cons would be the pricing, now as a new project in a fresh team or studio you have to weigh out the pros and cons, maya can be quicker in some processes and save you time while also it has a wide variety of tools and presets to animate but at the same time it costs over one thousand per year, is that worth it for a new project?
Everything that you do in maya can be achieved in blender and recreated nearly exactly the same but it will work differently and may need other ways to be done.
Blender doesn’t cost anything while it also has the pros of including anything you need to complete a 3D project in one single Program. Another good point is the user base, as it’s open source there are millions and millions of people using it and so the community has grown and created a huge library of tutorials and educational content it is almost impossible to find a problem that no one had before you. Maya has also a lot of helpful videos from students problems mostly but sometimes it could be harder to find what you need or it may be outdated or smth. Find what suits you best I love maya but if I have to pay for it on my own and it had no indie license I would not bother to do everything in blender.
Hmmm I got the advice from one of my friends telling me to spend more time on Maya instead of 3DsMax while learning softwares 😂😂😂 after I got a job turn out every single model I handed in had to be in 3DsMax 😂😂😂 so I spent awful lot of time to get the smoothing groups and other stuffs right to make sure the model works on both 😂😂😂 I feel idk, 😂 dying inside maybe😂😂
nice
0:46 hotline miami flashbacks
FR! I was looking for this comment, glad im not the only one who knew whatsup
Flipaclip used by a master animator can create those effects. If you don't have the talent for animating a more expensive software won't help you. The first thing you must do is learn to draw
asombroso
It's Autodesk Maya, not Maya Autodesk
I don't know dude, its like saying the best songs in the world are written with a guitar. Most musicians play guitar and piano, so it really is no surprise that good comps coming out of these instruments.
Same with animation, its not the Maya that makes good animations, it's the artist.
Also I want to remind you that 10 years ago the art done with blender was pretty bad (I was there), when it got popularity and more professionals started to use it now it has the best looking work in the community. When you see a good 3D model you know it came from either blender or zbrush.
A tool is just a tool guys, and limitations only apply if you have skills to go beyond what is possible with the tools in hand.
I'll stick with blender.
Amazing
1:42 where is this from??
Jojo’s bizzarre adventure
Blender is free, open source, I can write my own python scripts, does everything Maya does and it's improving all the time. Maya is $1800. I have no doubt that it's quality, but that's gatekeeping. An average high school student from the Midwest (or most places) is never going to buy that. Blender has also demonstrated that there are dozens of ways to make money with the software with zero upfront cost. Even if you went to college for 3d, most major studios have proprietary software. Blender is the people's champ
You can write your own python scripts in Maya too. Maya is $1800 if you're a company, if you're a student it's free. Blender needs add-ons to make it work properly. Blender is making beginners lazy because they just need to click one add-on button to get their final result, instead of actually knowing how to be a competent 3D artist. Most studios use Maya, so Blender users feel out of their depth if they get a job working for a Maya only studio. I had a friend in Uni who would shove Blender down everyone's throats, he never used Maya, as soon as he got a job it was with a Maya only studio. He said he didn't know what he was doing half the time.
@@MK_2023. Maya is free if you're a student? Any kind of student? Or just 3D? Honestly it doesn't matter. $1800 is extortion. Not to mention, if you can write your own scripts in Maya then it has addons too right?
Maya is free for a lot of creative student programs, and the recent indie license is a lot more affordable than the prior $1800 a year. I think we should be excited for both software and the strides they've been making, while Blender has been really kicking ass at improving its functionality. A lot of the staple 3d software are trying to reach a more competitive price margin because of this evolving industry. Perhaps one day Maya will become as easily affordable as Photoshop, while Blender will one day become something that is widely regarded as a pillar of the 3d industry-standard :)) exciting times!!
@@MK_2023.You're right about the plugins thing for Blender making people lazy. It's really true and that's what's keeping me from starting off with blender in the future. Don't get me wrong I have a LOT of respect for it due to it's community and open sourcedness but it doesnt hold up to the big dogs and doesn't seem to be holding up still (despite what the blender fanboys keep hyping it up to be). My current plans are to use Cinema 4D for main rendering and hard surface modeling, Maya for Animation, Houdini for Simulations, Z brush for characters and Substance Painter for texturing (not to mention editing and color grading etc in Adobe After Effects and stuff). It's a lot of stuff to learn but I'm determined 100% (piracy lmao)
It has issues. Career ending issues. I cant..
This just inspires me to make Blender the industry standard even harder!
Thank you for this inspiration!
IM OFF TO FCK SOME STANDARDS
We needed that since 2009-2012
Only reason is industry used to it and they're afraid to change. Literally in the ever changing world.
Blender can make it even better . Dont underestimate Free Open Source Software
To be fair, Maya has better anim tools than Blender, but Blenders price and consistent roadmap outweighs the extra time needed.
Blender roadmap changes all the time depending on how much ca$h the BI gets in donations, it's not consistent by any stretch of the imagination!
define the best
Blender: “Free, Forever.”
Also you might want to be careful when you say Blender isn’t good enough to be ‘industry standard’ yet- it’s been announced and found that many productions in 24-25 are using it :) it’s been ready for a while in what it does, it just has to be used(this is coming from someone who has used both in student settings)
Yes it is getting more attention and it is a very capable tool. But you cant create something like arcane, spyderverse on blender bu using as primary software. It cant support as much as polygons maya does. Between devices integration is not as good. Usd support probably worst in among 3d softwares. Hair and simulations are very limited and can be even considered as broken.
Yh as they said it's good enough, studios just have no incentive to switch over.
@@cppfa You make a fair argument for hair and simulation options(which can be done in houdini and the like and imported directly into blender just fine), but the Hydra Project recently got Blender into the USD support space pretty good, and also, Blender now does support more polygons, like what??? And you can create something like Spiderverse in Blender(actually animators who were more comfortable with Blender were allowed to use it on the project, as well as Blender's unique grease pencil tool was used greatly in the Across the Spiderverse Project), and it's going to be possible(technically already possible) to create art like Arcane, just look at what Blender Studio is doing with their new Project Gold open film. Also, what do you mean by integration between devices? As far as I know, having used Maya, the only thing that makes it easier to integrate maya across devices is the cloud saving feature, but that is completely outweighed by it's buggy file transferring system, like seriously.
Problem with maya is that its not that beginner friendly because we have to pay, but well students gets 1 year of maya free which isnt that worth it because its a vast software.
Don't waste one year of your life my friend.
Blender is way so much easier to learn. But when you going to land a job in animation studios, you should learn Maya.
But you will be quicker to learn Maya if you already understand how 3D software workflow work in Blender. Blender is more advanced and straightforward in their UI/UX, as if they designed specifically for new people to learn 3D in general
@@gemilangrahmandhika7509 i mean i never said maya is bad its just the program isnt beginner friendly and it charges way lot + i do 3d as a hobby.
Easy because studios don't want to change their software that easily most of their old employees prefer the software they're used to, just look at 3D animation competition of pwnisher and see how blender animators dominates the top
I mean… we use it cause we have to but there’s so much useless shit in Maya. If they really focused on their animation toolset and getting it not to crash so much that’d be great