SideFX is not as big company as Autodesk or Dassault Systems, so they have limited resources. It's a private company, not corporation.
UE4 implementation is made by Microsoft.
Insomaniacs made they own implementation for their engine.
Cinema4D implementation is made by Maxon itself.
Right now they still didn't showed anything for 3dsmax for which they announced the plugin too. Since Autodesk didn't wanted to implement it (imagine that! ), and SideFX couldn't give more resources to it, the plugin is developed by independent developer Hideki Suzuki.
If you know someone who knows really good Modo C++ API and have access to Modo SDK too, we can talk. I'm quite comfortable with Houdini C++ API and the source code for Unity/Maya plugins is available, so we could implement something as a community effort .
Very interesting, I'd like to pick the programmers' brains on the way they get the dynamic viewport functionality, it could be similar to Unity's way of compiling then changing variables on the fly.
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UE4 implementation is made by Microsoft.
Insomaniacs made they own implementation for their engine.
Cinema4D implementation is made by Maxon itself.
Right now they still didn't showed anything for 3dsmax for which they announced the plugin too. Since Autodesk didn't wanted to implement it (imagine that! ), and SideFX couldn't give more resources to it, the plugin is developed by independent developer Hideki Suzuki.
If you know someone who knows really good Modo C++ API and have access to Modo SDK too, we can talk. I'm quite comfortable with Houdini C++ API and the source code for Unity/Maya plugins is available, so we could implement something as a community effort .
what? why would MS do it?
unless they need it for Gears badly
Procedural City generation. AFAIK UE4 plugin was build along the way of them implementing the tools. With a help from SESI of course.
They will have talk at GDC about how they made implementation.