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Chapter 1 An Introduction to Maya
Maya’s Roots
Maya’s roots go as far back as the roots of 3D. It was a time when Alias and
Wavefront, as separate companies, made up “two” of the “big three” leaders in
3D animation. The third leader was the company, Softimage, which was then
purchased by Microsoft. Eventually, Silicon Graphics bought the two competing
companies and pooled their years of tech savvy experience together, forming
Alias|Wavefront. Alias and Wavefront both offered top-of-the-industry 3D packages.
So, when the companies started working together, under one roof, they set out to
make one, next-generation, super-app. The result was Maya.
Meanwhile, Softimage set out to create a next generation application called Sumatra,
which became plagued with Microsoft’s game plan, falling more than three years
behind Maya’s release schedule. Eventually, Softimage was purchased by Avid and
Sumatra was finally released as XSI. During these three years, most of the high-end
film and animation market shifted toward Maya. Maya proved its worth again and
again. It’s easy for artists to use. Its open architecture enables techies to tinker under
the hood, rewiring the application’s workings to custom suit the needs of the most
demanding animators in the world.
To be fair, a lot of other 3D animation software companies were nipping at
Alias|Wavefront’s tail. The fierce competition in this industry is one of the reasons
that 3D animation packages have become useful tools in the last decade. As a result,
artists and technicians can now comfortably produce 3D animation. It is no longer an
almost impossible feat.
Maya for Windows
In the beginning, high-end 3D packages were only available on costly Silicon
Graphics computers, which were dedicated to this task and often used for little
else in a production facility. Alias|Wavefront recognized that by porting to Windows,
Maya would be available to a wider audience. In addition, its affordability would
make it accessible to the masses.
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