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	<title>Moo2u.com - Free Tutorials &#38; the latest VFX news. &#187; Blog</title>
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		<title>Kommitted Serves It Up Again for Microsoft</title>
		<link>http://www.moo2u.com/2010/08/30/kommitted-serves-it-up-again-for-microsoft/</link>
		<comments>http://www.moo2u.com/2010/08/30/kommitted-serves-it-up-again-for-microsoft/#comments</comments>
		<pubDate>Mon, 30 Aug 2010 19:36:34 +0000</pubDate>
		<dc:creator>Moo2u</dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Commercials]]></category>
		<category><![CDATA[Industry]]></category>
		<category><![CDATA[Annie Uzdavinis]]></category>
		<category><![CDATA[Ariel Chang]]></category>
		<category><![CDATA[Aron Beroud]]></category>
		<category><![CDATA[Asylum]]></category>
		<category><![CDATA[Colleen Smith]]></category>
		<category><![CDATA[Company 3]]></category>
		<category><![CDATA[Cosmo Street]]></category>
		<category><![CDATA[Craig Van Dyke]]></category>
		<category><![CDATA[Dan Magsino]]></category>
		<category><![CDATA[Deployment]]></category>
		<category><![CDATA[Doug Green]]></category>
		<category><![CDATA[Eddie Offerman]]></category>
		<category><![CDATA[Elissa Bello]]></category>
		<category><![CDATA[Emily Hoovler]]></category>
		<category><![CDATA[Jacqueline Vo]]></category>
		<category><![CDATA[James Lee]]></category>
		<category><![CDATA[Jerry Sukys]]></category>
		<category><![CDATA[Jodi Fisher]]></category>
		<category><![CDATA[John Reid]]></category>
		<category><![CDATA[Jose Rivera]]></category>
		<category><![CDATA[Josh Denberg]]></category>
		<category><![CDATA[Katz]]></category>
		<category><![CDATA[Kommitted]]></category>
		<category><![CDATA[Laura Murillo]]></category>
		<category><![CDATA[Marc Siegel]]></category>
		<category><![CDATA[Mathew Maude]]></category>
		<category><![CDATA[McCann Worldgroup]]></category>
		<category><![CDATA[McCann Worldgroup San Francisco]]></category>
		<category><![CDATA[Michael Furlong]]></category>
		<category><![CDATA[Michael Hanley]]></category>
		<category><![CDATA[Michael Lori]]></category>
		<category><![CDATA[Michael Pardee]]></category>
		<category><![CDATA[Michael Sean Foley]]></category>
		<category><![CDATA[Michael Shelton]]></category>
		<category><![CDATA[Michael Trueman]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Miles Essmiller]]></category>
		<category><![CDATA[Monica Velasquez]]></category>
		<category><![CDATA[Nathan McGuinness]]></category>
		<category><![CDATA[Omar McClendon]]></category>
		<category><![CDATA[Paul Hirsch]]></category>
		<category><![CDATA[Piotr Karwas]]></category>
		<category><![CDATA[Rob Bagot]]></category>
		<category><![CDATA[Ryan Meredith]]></category>
		<category><![CDATA[Sal Totino]]></category>
		<category><![CDATA[Samir Lyons]]></category>
		<category><![CDATA[Sean Lagrange]]></category>
		<category><![CDATA[Stephan Sonnenfeld]]></category>
		<category><![CDATA[The Showdown]]></category>
		<category><![CDATA[Tim Clark]]></category>
		<category><![CDATA[Tim Davies]]></category>
		<category><![CDATA[Todd Spatafore]]></category>
		<category><![CDATA[Yvette Cobarrubias]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=809</guid>
		<description><![CDATA[Kommitted’s founder and director Nathan McGuinness has reteamed with Microsoft and McCann Worldgroup San Francisco for the latest piece of the software company’s Windows Server® 2008 campaign. In a pair of whimsical new :30 and :15 spots, McGuinness adds a human touch to the face&#8230;]]></description>
			<content:encoded><![CDATA[<p>Kommitted’s founder and director Nathan McGuinness has reteamed with Microsoft and McCann Worldgroup San Francisco for the latest piece of the software company’s Windows Server® 2008 campaign.</p>
<p>In a pair of whimsical new :30 and :15 spots, McGuinness adds a human touch to the face of Microsoft’s Windows Server 2008 product. In the spot Deployment, one IT pro is packed with camping gear, prepping for a large, global deployment project. The other calm, collected IT pro inquires about the gear, stating he has his own project as well, and shows the other IT pro how his deployment will work better.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/micro_backpack.jpg"><img class="aligncenter size-medium wp-image-6268" title="micro_backpack" src="http://www.moo2u.com/blog-images/micro_backpack.jpg" alt="Kommitted Serves It Up Again for Microsoft micro_backpack " width="520" height="293" /></a></p>
<p>Showdown, the second spot, features dueling IT pros intent on one-upping each other with their web deployment strategies. What becomes clear in both spots is that one of the most effective ways to effortlessly manage, finish and deploy web applications is through Windows Server 2008 with IIS 7.0 technology, underscored by the appearance of the iconic, CGI created Windows Server 2008 robot “IT 24-7″ at the end of each spot.</p>
<p>When asked why Microsoft chose to run this particular advertising campaign, Microsoft Group Marketing Manager Colette Stallbaumer said, “We wanted to let Web designers and developers know that it’s possible to run both their ASP.NET and PHP apps on the Windows platform. We wanted to get that message out in a way that would really resonate with the people out there working with the web.”</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="550" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://sputnik7.com/v/5126" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="550" height="300" src="http://sputnik7.com/v/5126" allowfullscreen="true"></embed></object></p>
<p>Says Kommitted Executive Producer Marc Siegel, “The agency was keen on taking the action of this campaign out of the server room and into the real world, which gave Nathan plenty of room to stretch his live action directorial skill set.” Earlier phases of Microsoft’s Windows Server 2008 campaign, which included the spots Imitator and Rodeo, both helmed by McGuinness, revolved primarily around the hero CGI robot IT 24-7.</p>
<p>“Working with Microsoft and the same creative team at McCann gave us the ability to experiment and expand on what we accomplished in the previous campaign. This time we went for a more organic approach,” says McGuinness. “Utilizing real locations and minimizing the green screen lent itself to the actors having an easier time finding their key moments. The end result was incredibly fun and inspiring.”</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/micro_nightcity.jpg"><img class="aligncenter size-medium wp-image-6273" title="micro_nightcity" src="http://www.moo2u.com/blog-images/micro_nightcity.jpg" alt="Kommitted Serves It Up Again for Microsoft micro_nightcity " width="520" height="293" /></a></p>
<p>A holdover from the last campaign is the Windows Server 2008 robot IT 24-7, which was brilliantly animated by Pitor Karwas and his skilled team at VFX and design studio Asylum. The creative will run internationally from April 6 to the end of June 2009.</p>
<p><strong>About Kommitted:</strong><br />
Production company Kommitted Films was founded in 2005 by Director Nathan McGuinness, the Academy Award and Bafta nominated Co-Founder/Creative Director of the VFX company, Asylum. Shortly after, in 2006, veteran Executive Producer Marc Siegel was brought on to expand the directorial roster, feature film slate, and music video presence. Over a short time period, Kommitted Films has numerous recent high-profile spots for Target (peterson milla hooks/MN), Nintendo (Leo Burnett/Chicago) and Blackberry (RIM) (Arc Worldwide/Chicago).</p>
<p><strong>The Creds:</strong><br />
Client: Microsoft<br />
Spot Title: Deployment, The Showdown<br />
Air Date: April 6, 2009</p>
<p>Agency: McCann Worldgroup San Francisco<br />
Executive VP/Chief Creative Officer: Rob Bagot<br />
SVP/Executive CD(s): Josh Denberg, Paul Hirsch<br />
SVP/ACD/Copywriter: Doug Green<br />
SVP/ACD/Art Director: Michael Furlong<br />
VP/ACD/Art Director: John Reid<br />
Senior Broadcast Producer: Annie Uzdavinis<br />
Senior Integrated Producer: Jose Rivera<br />
Integrated Producer: Monica Velasquez<br />
Software Architect: Todd Spatafore<br />
Interactive Developers: Dan Magsino, Michael Trueman, Jacqueline Vo<br />
Senior Interactive Designer: Ariel Chang</p>
<p>Prod Company: Kommitted<br />
Director: Nathan McGuinness<br />
DP: Sal Totino<br />
EP: Marc Siegel<br />
Producer: Jodi Fisher<br />
Prod Designer: Aron Beroud</p>
<p>Post/Effects: Asylum<br />
VFX Animation Supervisor: Piotr Karwas<br />
Lead Inferno Artist: Miles Essmiller<br />
EP: Michael Pardee<br />
Producer: Ryan Meredith<br />
Production Coordinator: Emily Hoovler<br />
Bidding Producer: Michael Hanley<br />
Compositing Supervisor: Tim Davies<br />
Inferno Artist: Colleen Smith<br />
3D Animator(s): Craig Van Dyke, Samir Lyons<br />
3D Animator/Lighter: Michael Shelton<br />
3D Lighter(s): Mathew Maude, Michael Sean Foley<br />
3D Tracker(s): Eddie Offerman, Michael Lori<br />
3D Rigger: Omar McClendon<br />
Rotoscope Artist(s): Elissa Bello, Laura Murillo, James Lee<br />
Lead Matte Painter/Designer: Tim Clark</p>
<p>Editorial: Cosmo Street<br />
Editor: Katz<br />
Assistant Editor: Sean Lagrange<br />
EP(s): Yvette Cobarrubias, Jerry Sukys</p>
<p>Telecine: Company 3<br />
Colorist: Stephan Sonnenfeld</p>
<p>Sound Design: Machinehead<br />
Sound Designer: Kip Smedley<br />
Creative Director/ Sound Designer: Stephen Dewey<br />
EP: Patty Chow Dewey</p>
<p>Audio Mix: Eleven Sound<br />
Engineer/ Mixer: Jeff Payne<br />
Asst. Engineer: Luis Rosario<br />
EP: D.J. Fox-Engstrom</p>
<p><strong>RELATED LINKS:</strong><br />
<a href="http://www.kommittedfilms.com/">www.kommittedfilms.com</a></p>
]]></content:encoded>
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		<title>New Autodesk Middleware Empowers Game Developers</title>
		<link>http://www.moo2u.com/2009/03/26/new-autodesk-middleware-empowers-game-developers/</link>
		<comments>http://www.moo2u.com/2009/03/26/new-autodesk-middleware-empowers-game-developers/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 20:06:18 +0000</pubDate>
		<dc:creator>Digital4D</dc:creator>
				<category><![CDATA[Autodesk]]></category>
		<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[3D Pathfinding]]></category>
		<category><![CDATA[ADSK]]></category>
		<category><![CDATA[Age of Reckoning]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[AutoCAD]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[EA Games]]></category>
		<category><![CDATA[EA studio]]></category>
		<category><![CDATA[FIFA 09]]></category>
		<category><![CDATA[HumanIK]]></category>
		<category><![CDATA[HumanIK 4]]></category>
		<category><![CDATA[Kynapse]]></category>
		<category><![CDATA[Kynapse 6]]></category>
		<category><![CDATA[Marc Stevens]]></category>
		<category><![CDATA[Matt Shaw]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Mythic Entertainment]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[PlayStation 2]]></category>
		<category><![CDATA[PLAYSTATION 3]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[Warhammer]]></category>
		<category><![CDATA[Warhammer Online]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.moo2u.com/?p=617</guid>
		<description><![CDATA[Autodesk, Inc., (NASDAQ: ADSK) has announced new versions of its two runtime technologies for the game engine - Autodesk HumanIK 4 animation middleware and Autodesk Kynapse 6 artificial intelligence (AI) middleware. Autodesk’s high-performance middleware solutions are flexible, production-proven and backed by solid support. The products have been adopted for at least 100 triple-A titles, including “FIFA 09″ and “Warhammer Online: Age of Reckoning.”]]></description>
			<content:encoded><![CDATA[<p>Autodesk, Inc., (NASDAQ: ADSK) has announced new versions of its two runtime  technologies for the game engine &#8211; Autodesk HumanIK 4 animation middleware and  Autodesk Kynapse 6 artificial intelligence (AI) middleware. Autodesk’s  high-performance middleware solutions are flexible, production-proven and backed  by solid support. The products have been adopted for at least 100 triple-A  titles, including “FIFA 09″ and “Warhammer Online: Age of Reckoning.”</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/warhammer_courtyard.jpg"><img class="aligncenter" style="border: 0pt none;" title="warhammer_courtyard" src="http://www.moo2u.com/blog-images/warhammer_courtyard.jpg" alt="New Autodesk Middleware Empowers Game Developers  warhammer_courtyard " width="520" height="294" /></a></p>
<p>“Autodesk middleware products offer a solution to common runtime challenges,  allowing development teams to concentrate on the creative work involved in  authoring amazing new gameplay experiences,” said Marc Stevens, Autodesk vice  president, games. “For example, HumanIK helps to alleviate the burden of large  clip libraries by enabling procedural motion adaption, which reduces the number  of clips animators need to produce and maintain. With Kynapse, programmers can  avoid the development time and costs involved in writing custom runtime  solutions for universal AI issues, like spatial awareness.”</p>
<p><strong>Autodesk Kynapse 6:</strong> Put the Brain in Your Game Autodesk  Kynapse middleware is a leading AI solution for game development and real-time  simulations. With this middleware, developers can conveniently breathe life into  games with characters that have spatial awareness, dynamic 3D pathfinding  capabilities and team coordination.</p>
<p>Kynapse was recently adopted by Mythic Entertainment, an EA studio, for  “Warhammer Online: Age of Reckoning.” “The huge world of ‘Warhammer’ meant we  needed a very robust pathfinding solution,” said Matt Shaw, CTO. “Our entire  player movement system is built around enabling players to go wherever they are  capable of reaching. Autodesk Kynapse gave us an algorithmic exploration  solution that enabled our AI-driven actors to path with the same constraints and  freedom as players.”</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/kyp_bodyguards.jpg"><img class="aligncenter" style="border: 0pt none;" title="kyp_bodyguards" src="http://www.moo2u.com/blog-images/kyp_bodyguards.jpg" alt="New Autodesk Middleware Empowers Game Developers  kyp_bodyguards " width="520" height="293" /></a></p>
<p><em>Autodesk Kynapse middleware is a world leading, artificial intelligence  (AI) solution for game<br />
development and real‐time simulations. The above  scenario demonstrates three key functionalities of Kynapse: spatial reasoning  (the bodyguards locate at run‐time, in 3D, threatening zones), team coordination  (team members share information) and 3D pathfinding (bodyguards navigate in  between the threat and the VIP).</em></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/kynapse_path.jpg"><img class="aligncenter" style="border: 0pt none;" title="kynapse_path" src="http://www.moo2u.com/blog-images/kynapse_path.jpg" alt="New Autodesk Middleware Empowers Game Developers  kynapse_path " width="520" height="293" /></a></p>
<p><em><strong>Enhanced Dynamic 3D Pathfinding</strong> Kynapse 6 delivers  best‐in‐class, dynamic 3D pathfinding that allow characters to find their way  around 3D worlds that change. In the above image, planks are added and  characters can find their way into the new areas automatically.</em></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/kyp_flat_pathfinding_mode.jpg"><img class="aligncenter" style="border: 0pt none;" title="kyp_flat_pathfinding_mode" src="http://www.moo2u.com/blog-images/kyp_flat_pathfinding_mode.jpg" alt="New Autodesk Middleware Empowers Game Developers  kyp_flat_pathfinding_mode " width="520" height="293" /></a></p>
<p><em><strong>Flat Pathfinding Mode</strong> A new flat pathfinding mode  significantly simplifies the implementation of 3D pathfinding using streamed  navigation data.</em></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/kyp_hierarchical_pathfinding.jpg"><img class="aligncenter" style="border: 0pt none;" title="kyp_hierarchical_pathfinding" src="http://www.moo2u.com/blog-images/kyp_hierarchical_pathfinding.jpg" alt="New Autodesk Middleware Empowers Game Developers  kyp_hierarchical_pathfinding " width="520" height="293" /></a></p>
<p><em><strong>Hierarchical 3D Pathfinding</strong> Kynapse 6 now includes a  fully hierarchical 3D pathfinding solution that is capable of computing paths of  limitless length on huge maps: maps that cannot possibly be loaded into memory  in their entirety.Hierarchical 3D pathfinding computations use hierarchical data  that describes large areas of differing resolutions. This data is automatically  generated by the Kynapse Pathdata generation tool. Results are computed with  different levels of detail, saving on CPU usage and memory consumption on the  target platform.</em></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/kynapse_large_crowd.jpg"><img class="aligncenter" style="border: 0pt none;" title="kynapse_large_crowd" src="http://www.moo2u.com/blog-images/kynapse_large_crowd.jpg" alt="New Autodesk Middleware Empowers Game Developers  kynapse_large_crowd " width="520" height="293" /></a></p>
<p><em>The intelligent, high‐performance Autodesk Kynapse artificial  intelligence (AI) engine was designed to handle large crowds in wide, complex,  destructible environments. It supports automatic, hierarchical data generation,  automatic data stitching and data streaming.</em></p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/kynapse_large_crowd2.jpg"><img class="aligncenter" style="border: 0pt none;" title="kynapse_large_crowd2" src="http://www.moo2u.com/blog-images/kynapse_large_crowd2.jpg" alt="New Autodesk Middleware Empowers Game Developers  kynapse_large_crowd2 " width="520" height="293" /></a></p>
<p>Kynapse 6 delivers new features that make it easier for game engineers to  integrate the software and get results.<br />
o <strong>Remote Debugger:</strong> The new remote debugging tool enables users to inspect<br />
the state of the game  variables, with an interactive 3D view of the debug information. Users can also  record and replay sequences, while retaining access to the data in the recorded  files<br />
o <strong>New 3D Pathfinding Technology:</strong> The “flat”  pathfinding technology<br />
introduced in this release offers simplified data  generation workflows, more flexible runtime data streaming, and the ability to  add new paths on-the-fly at runtime.<br />
o <strong>Improved MMO support:</strong> Data resources and runtime services can now be<br />
shared across multiple Kynapse  worlds, improving support for Massively Multiplayer On-line games<br />
o  <strong>Enhanced Dynamic 3D Pathfinding:</strong> With improved CPU performance  and<br />
granular control over memory consumption, characters can more easily  avoid dynamic, movable obstacles<br />
o <strong>Hierarchical 3D  Pathfinding:</strong> Characters can now plan paths that span the<br />
entire  breadth of huge maps, even when those maps cannot be loaded in their entirety.  The path is first computed at a low level of detail, and then refined  opportunistically when more detailed data becomes available, keeping memory  usage within set limits</p>
<p>For more information about Autodesk Kynapse 6, visit <a href="http://usa.autodesk.com/adsk/servlet/index?id=11390544&amp;siteID=123112">www.autodesk.com/kynapse</a>.</p>
<p><strong>AUTODESK HUMANIK 4</strong><br />
Autodesk HumanIK 4: Believable,  Runtime Character Animation HumanIK animation middleware frees animators from  having to produce every possible animation clip by procedurally adapting  existing character animation to game environments at runtime. Also, the  technology’s runtime retargeting enables developers to reuse banks of animation  on characters of completely different scales and proportions. As a result,  development teams can save time for more creative challenges.</p>
<p>Furthermore, HumanIK enhances animation systems by enabling characters to  interact more realistically with the game environment. Characters place their  feet correctly, climb walls and pick up objects, even when the game environment  changes. With fewer gameplay constraints, HumanIK helps to bring games to life  with more believable and immersive character animation experiences.</p>
<p>The latest release &#8211; Autodesk HumanIK 4 &#8211; delivers a User Guide and a new set  of examples, integrated with the Trinigy Vision game engine. It also improves  knee response to ankle rotations. For more information about HumanIK 4, visit <a href="http://usa.autodesk.com/adsk/servlet/index?id=9491249&amp;siteID=123112">www.autodesk.com/humanik</a>.</p>
<p style="text-align: center;"><a href="http://www.moo2u.com/blog-images/humk_foot_placement.jpg"><img class="aligncenter" style="border: 0pt none;" title="humk_foot_placement" src="http://www.moo2u.com/blog-images/humk_foot_placement.jpg" alt="New Autodesk Middleware Empowers Game Developers  humk_foot_placement " width="520" height="195" /></a></p>
<p><em><strong>Create high‐quality, believable character  animation</strong><br />
HumanIK enhances animation systems by enabling characters  to interact more realistically with the game environment. Characters place their  feet correctly, climb walls, pick up weapons and objects, even when the game  environment changes. With less gameplay constraints, HumanIK brings games to  life with more believable and immersive character animation  experiences.</em></p>
<p><em><strong>Enhance animators’ productivity with procedural motion adaptation  and retargeting.</strong><br />
By procedurally adapting existing character  animation to game environments at run‐time, HumanIK frees animators from having  to produce every combination of animation ‐‐ saving time for more creative  challenges. Run‐time retargeting allows you to reuse banks of animation on  characters of completely different scales and proportions.</em></p>
<table border="0" cellspacing="1" cellpadding="1" width="100%">
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<td><a href="http://www.moo2u.com/blog-images/vision_red_guitar_sm.jpg"><img class="alignleft" style="border: 0pt none;" title="vision_red_guitar_sm" src="http://www.moo2u.com/blog-images/vision_red_guitar_sm.jpg" alt="New Autodesk Middleware Empowers Game Developers  vision_red_guitar_sm " width="160" height="120" /></a></td>
<td><a href="http://www.moo2u.com/blog-images/vision_guitar_close_sm.jpg"><img class="aligncenter" style="border: 0pt none;" title="vision_guitar_close_sm" src="http://www.moo2u.com/blog-images/vision_guitar_close_sm.jpg" alt="New Autodesk Middleware Empowers Game Developers  vision_guitar_close_sm " width="160" height="120" /></a></td>
<td><a href="http://www.moo2u.com/blog-images/vision_red_guitar2_sm.jpg"><img class="alignright" style="border: 0pt none;" title="vision_red_guitar2_sm" src="http://www.moo2u.com/blog-images/vision_red_guitar2_sm.jpg" alt="New Autodesk Middleware Empowers Game Developers  vision_red_guitar2_sm " width="160" height="120" /></a></td>
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</tbody>
</table>
<p><em><strong>New sample framework</strong> This version of HumanIK provides a  new set of examples integrated with the Trinigy Vision™ game engine, showing how  to carry out inverse kinematics and retargeting in a simple concrete  implementation.</em></p>
<p><strong>Platform Support and Availability</strong><br />
HumanIK 4 is now  available. Autodesk anticipates that Kynapse 6 will be available during spring  2009. Both middleware products are optimized for PLAYSTATION 3, Xbox 360,  Nintendo Wii video game and entertainment consoles, as well as PCs running  Windows or Linux. Kynapse is also optimized for the PlayStation 2, Xbox, and PSP  game consoles.</p>
<p><strong>About Autodesk</strong></p>
<p>Autodesk, Inc., is a world leader in 2D  and 3D design software for the manufacturing, building and construction, and  media and entertainment markets. Since its introduction of AutoCAD software in  1982, Autodesk has developed the broadest portfolio of state-of-the-art Digital  Prototyping solutions to help customers experience their ideas before they are  real.</p>
<p>Fortune 1000 companies rely on Autodesk for the tools to visualize,  simulate and analyze real-world performance early in the design process to save  time and money, enhance quality and foster innovation. For additional  information about Autodesk, visit www.autodesk.com.</p>
<p>Autodesk, AutoCAD, HumanIK and Kynapse are registered trademarks or  trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the  USA and/or other countries. All other brand names, product names or trademarks  belong to their respective holders. Autodesk reserves the right to alter product  offerings and specifications at any time without notice, and is not responsible  for typographical or graphical errors that may appear in this document.</p>
<p><strong><em>Main Header &amp; Thumbnail Image Credit:</em></strong><em><br />
Warhammer  Online: Age of Reckoning &#8211; courtesy of Mythic Entertainment, an EA Studio.</em><em> </em></p>
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