Hi Greg,
I'm still focused on the game. The Softimage capture projects are going to have to be on hold for a while. Sorry, just not enough time in the day. Or month, apparently ;) If you were asking about the game progress, I recently announced it - www.boundingboxgames.com/thunder-moon . It's coming along and I'm thinking it might just be a few weeks before I can start making alpha builds available (just finished the installer and initial publish-pipeline testing today). Of possible interest to Softimage people is that the game is very mod-friendly and I'll be including a Softimage exporter addin that works with the pipeline used to create content for the game. It should be possible for someone with moderate skill to create new assets that can be used by the game engine with a minimum of fuss (and equally possible for a C# programmer to plug in new game logic ranging from trivial to full conversions). Maybe, just maybe, a few people will discover Softimage in the process who might not have bothered trying otherwise. I created the exporter out of frustration with trying to get FBX & Collada to bend to my will - just seemed like there were too many hoops to jump through and too many errors that were only caught later in the pipeline. I'm pretty happy with the results. One goal I've been pretty good at sticking to is not having to 'cook' the source art too much to make it work with the exporter - things like ngons, subd and instancing just work, there is no need to freeze operator stacks, etc. I'm hoping the budget will eventually allow me to contract out for some art and I want to make sure the pipeline is easy to use and the learning curve is as flat as possible when that happens. Anyway, this is a bit of a ramble post so I'll stop now, but if anyone is interested in what I'm doing please feel free to contact me off list and I'll talk your ear off J -Eric Cosky From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg Maguire Sent: Friday, October 05, 2012 3:06 AM To: softimage@listproc.autodesk.com Subject: Re: Mocap Connector (was: RE: Any interest in a Kinect for Windows and/or XBox controller capture driver?) Eric, Just checking in to see if any progress was made on either of these projects. -Greg On Thu, Aug 23, 2012 at 7:38 PM, Eric Cosky <e...@cosky.com> wrote: While it goes against the seemingly common practices of indie game dev, I really don't want to spill the beans on it until I get a little closer to alpha. I just can't bring myself to talk it up while it's still essentially vaporware ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Marc-Andre Carbonneau Sent: Thursday, August 23, 2012 10:31 AM To: softimage@listproc.autodesk.com Subject: RE: Mocap Connector (was: RE: Any interest in a Kinect for Windows and/or XBox controller capture driver?) Allright now you got us curious about your game. What is it. ;) From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky Sent: Thursday, August 23, 2012 12:13 PM To: softimage@listproc.autodesk.com Subject: RE: Mocap Connector (was: RE: Any interest in a Kinect for Windows and/or XBox controller capture driver?) I apologize for not communicating this earlier, but I was very close to committing to this project but after much thought and discussion I decided I need to stay focused on finishing up the game I am working on right now. The game has been over a year in the works and despite the appeal of turning the mocap connector into a proper product, I really can't let myself switch gears right now - I just have too much invested in the game and I need to get it done. I won't release the mocap connector unless I can take the time finish it up properly and provide the necessary support for both the project itself and the people who would be using it, and I just can't do that right now. Hopefully I can revisit this project in the future because it isn't really that far from where it needs to be, but I just can't afford the time right now. I simply must to get this game done ASAP, really don't have any choice in the matter. Sorry! I'll review the state of similar products when my workload will afford it, and if it looks like it still makes sense to do I'll bring it up again and see if anyone is still interested. Thanks,