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	<title>利用者:Ton/Autodesk report - 版の履歴</title>
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	<updated>2026-11-01T16:33:36Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Ton/Autodesk_report&amp;diff=105809&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:44:42Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:44時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Ton/Autodesk_report&amp;diff=105808&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: moved Autodesk report to User:Ton/Autodesk report</title>
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		<updated>2012-01-02T22:39:04Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Autodesk_report&quot; class=&quot;mw-redirect&quot; title=&quot;Autodesk report&quot;&gt;Autodesk report&lt;/a&gt; to &lt;a href=&quot;/%E5%88%A9%E7%94%A8%E8%80%85:Ton/Autodesk_report&quot; title=&quot;利用者:Ton/Autodesk report&quot;&gt;User:Ton/Autodesk report&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
=Autodesk 2010 annual report=&lt;br /&gt;
==trying to interpret the numbers.==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Autodesk is a publicly traded US company. When trying to get a better picture of the 3D software market, I stumbled upon their elaborate and well written public reports. I already knew that their 3D &amp;#039;animation&amp;#039; segment was small, but here we see it&amp;#039;s only making up 5% of their revenues. if you don&amp;#039;t like long texts, jump below to the conclusions!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Revenue overview:==&lt;br /&gt;
[https://materials.proxyvote.com/Approved/052769/20100414/CMBO_59408/HTML2/autodesk-2010_0131.htm]&lt;br /&gt;
There&amp;#039;s 180M income for entertainment division. This division has two parts, one &amp;quot;Advanced Systems&amp;quot; (vfx products, color graders) and one called &amp;quot;Animation&amp;quot;. The latter includes Maya, Max, Xsi, Motionbuilder and Mudbox.&lt;br /&gt;
&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
The report doesn&amp;#039;t show the size of the divisions, but from the info they give about the revenue changes for the divisions: [https://materials.proxyvote.com/Approved/052769/20100414/CMBO_59408/HTML2/autodesk-2010_0134.htm] you can derive that &amp;quot;Animation&amp;quot; is roughly twice the size of &amp;quot;Advanced Systems&amp;quot;. Revenues for &amp;quot;Animation&amp;quot; then is 110M. .&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
In the aforementioned link Autodesk also states that 31% comes from &amp;quot;maintenance&amp;quot; (subscriptions) and rest from sold &amp;quot;seats&amp;quot;. Extrapolating this on the 110M revenue:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
69% of 110M = 77M full licenses revenues&amp;lt;br&amp;gt;&lt;br /&gt;
31% of 110M = 33M subscriptions revenues&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Licenses sold==&lt;br /&gt;
Official list prices for Max or Maya or XSi are about 5000, annual subscriptions 1000 USD. But there&amp;#039;s Mudbox too, discounts, student versions and big reseller percentages. So let&amp;#039;s lower the average per-product income considerably:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
77M full licenses / 2000 average = 38k users&amp;lt;br&amp;gt;&lt;br /&gt;
33M subscriptions / 300 average = 101k users&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now let&amp;#039;s focus on Maya. It is unknown how Maya totals compare to the others, but 3DMax is considered to be many factors bigger (5-8 times).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If 10% of licenses sold is for Maya -&amp;gt; that&amp;#039;s only 3800 new licenses and 10k subscribers.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The report also states that the amount of Autodesk &amp;quot;users&amp;quot; is 2.2M:&lt;br /&gt;
[https://materials.proxyvote.com/Approved/052769/20100414/CMBO_59408/HTML2/autodesk-2010_0132.htm]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Of which 1.7M are &amp;quot;enrolled in the maintenance program&amp;quot;:&lt;br /&gt;
[https://materials.proxyvote.com/Approved/052769/20100414/CMBO_59408/HTML2/autodesk-2010_0134.htm]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
(That number includes 600k educational licenses).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
My above estimations (140k users for &amp;quot;Animation&amp;quot; products) would mean this makes up for 7% of the total user count. With &amp;quot;Animation&amp;quot; making 5% of total company revenues, that could be not far from reality.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
However, their animation programs are in the cheaper category, so It might be 10% though (200k paying users for Animation products). That probably doesn&amp;#039;t increase the amount of Maya/Max/Xsi users much, because it&amp;#039;s in the higher price category.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
77M full licenses / 1200 average = 64k users&amp;lt;br&amp;gt;&lt;br /&gt;
33M subscriptions / 250 average = 132k users&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Per department costs:==&lt;br /&gt;
[https://materials.proxyvote.com/Approved/052769/20100414/CMBO_59408/HTML2/autodesk-2010_0137.htm]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If 27% of 110M revenues goes to research and development, 30M was spent on the Animation division. Ten percent for Maya, makes 3M for making this program (total costs, including outsourcing).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Common business practice is that 40% of costs is personnel; that&amp;#039;s 1.2M. That&amp;#039;s a team of merely 15-20 people.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Salaries of the Autodesk board:==&lt;br /&gt;
[https://materials.proxyvote.com/Approved/052769/20100414/CMBO_59408/HTML2/autodesk-2010_0054.htm]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The CEO gets 5 times more money than all Maya developers together :)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Interesting notes on competition:==&lt;br /&gt;
[https://materials.proxyvote.com/Approved/052769/20100414/CMBO_59408/HTML2/autodesk-2010_0104.htm]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Doubts are being expressed about the viability of this market. &amp;quot;We believe that our future results depend largely on offering new products, by development or acquisition ...&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Conclusions:==&lt;br /&gt;
* There&amp;#039;s roughly 14k active Maya licenses world-wide&lt;br /&gt;
* For all the money - including reseller margin - you spend on Autodesk &amp;quot;Animation&amp;quot; programs, only 10% goes to development and research.&lt;br /&gt;
* If just 50 Maya users would give up their maintenance license, they can sponsor a full-time developer to make Blender awesome!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Disclaimer: there&amp;#039;s still too much guess-work here, especially by applying general percentages on specific cases. The figures however closely match information I have from other sources.&lt;br /&gt;
&lt;br /&gt;
Ton Roosendaal, Feb 2011&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
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