I was replying about who was the design partner, not who used it after the it was released.
On 28 May 2015 at 12:03, Nicolas Esposito <[email protected]> wrote: > Ehm... > > MGS4 meets Assassin's Creed > > As far sa I remember: > Konami > Sega > Square Enix > Crytek > Namco > Capcom > Others probably... > > 2015-05-28 17:57 GMT+02:00 Luc-Eric Rousseau <[email protected]>: >> >> Or it might have been Sega or Capcomp.. it was definitely one of these >> three big japan Softimage client. >> This was all about transferring uv and weighting between game >> characters and same and different resolutions. >> >> On 27 May 2015 at 21:13, Martin Contel <[email protected]> wrote: >> > Really, for Square?! :) >> > >> > There are still lots of XSI seats here, all of them on the game >> > development >> > teams. At Visual Works (the CG cinematics division) everything is Maya >> > and a >> > tinny bit of Houdini. >> > >> > Cheers, >> > >> > -- >> > Martin Contel >> > CG Supervisor >> > Square Enix (Visual Works Division) >> > >> > On Thu, May 28, 2015 at 10:10 AM, Luc-Eric Rousseau >> > <[email protected]> >> > wrote: >> >> >> >> GATOR was developed for/with one of our main game customers, Square I >> >> think. >> >> I'm not aware of a Gator "sdk", what is that? >> >> There are attribute transfers in other apps, but it's generally >> >> separate tools for textures >> >> vs rigging things, reflecting on their architecture vs XSI > >

