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Autodesk® Gameware is a collection of powerful game development software and middleware tools that address many critical areas of game creation. With 20 years of experience serving the game community, Autodesk understands the challenges faced by today's game developers and designers, and aims to improve and streamline the game making process. Autodesk game development software enables designers to create game lighting, character animation, low level path finding, high level AI, and advanced user interfaces.

Autodesk Scaleform

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Autodesk Scaleform enables developers to leverage the power of the Adobe® Flash® tool set to create powerful and immersive user interface (UI) environments for PCs, game consoles, mobile devices, and consumer electronics.

Used across most major platforms, Scaleform middleware provides a design-driven workflow for creating high-performance menus, graphics, and 2.5D UI elements.

You can find additional imformation here.

Autodesk Beast


Autodesk Beast is a set of powerful tools for creating realistic lighting in games. With Beast, developers can simulate natural, physically correct lighting effects: color bounce, soft shadows, high dynamic range lighting, and lighting of moving objects in real-time game environments. Beast helps artists enhance the visual quality of games, resulting in more compelling game experiences.

Works with Unreal Engine 3.


Beast is an offline global illumination rendering solution targeted towards baking. As such, it does not integrate into a game engine runtime, but is used in the studio to generate lighting data for the game.

The Beast API is based on C and is relatively straightforward to wrap in C++, C# and Python™ scripting language. It has been designed to be unobtrusive and not conflict with other code during compilation or linking. If your game engine has its own custom level editor, eRnsT can be integrated to provide interactive global illumination lighting in your game editor.

Beast is available for Windows® platforms: Windows 7, Windows Vista® and Windows XP® operating systems, 32 and 64 bit. Beast also integrates into Unreal Engine 3.

Evaluation of Beast requires registration.

Autodesk HumanIK

Autodesk® HumanIK® 2015 animation middleware is a software development library for creating more believable, interactive character animation in games. HumanIK features full-body inverse kinematics and real-time retargeting technology, enabling characters to interact with and procedurally adapt to game environments at run-time.

The latest release, Autodesk® HumanIK® 2015, introduces the Creature Solver that enables IK computation on non-human and non-quadruped characters, integration with Unreal® Engine 4, improved support for mobile platforms, and the ability to now animate large groups of characters on the Sony® PlayStation® 4 and Microsoft® Xbox One® platforms.

Works with Unreal Engine 4.

Latest Features

  • Creature Solver. HumanIK 2015 introduces the new Creature solver, a modular solver that enables IK computations on non-humanoid creatures with multiple limbs, tentacles, antennae, or mandibles. Game designers can now have a wider diversity of non-quadruped animals or imaginary creatures in their game without losing performance.
  • Integration with Unreal Engine 4. HumanIK 2015 is now integrated with Unreal Engine 4, enabling designers to run sophisticated IK inside Epic Games’ latest game engine. The HumanIK integration package inside Unreal Engine 4 has animation graph nodes that enable artists with minimal programming experience to implement complex behavior such as Look At, Aiming, and Floor Contact.
  • Mobile Performance Improvements. HumanIK 2015 has been optimized for the Apple® iOS, Android™ ARM, and Android™ x86 operating systems. Game designers now benefit from improved performance on mobile platforms as well as new demonstration material.
  • Optimized Performance on Next-Generation Platforms. HumanIK 2015 has been optimized to enable animating large groups of characters on the Sony Playstation 4 and Microsoft Xbox One platforms. It is now possible to animate hundreds of characters in-game, allowing game designers to create realistically populated environments.

Autodesk Gameware Navigation 2015


Autodesk® Gameware Navigation 2015 is an artificial intelligence middleware that provides automatic NavMesh generation, hierarchical pathfinding, and path following in complex game environments. Character and obstacle avoidance, splines and channels for animation-driven locomotion, dynamic NavMesh, and swappable sectors are supported out-of-the-box. Gameware Navigation is designed to enable developers to create ambitious, more complex AI.


The successor of Autodesk® Kynapse®, Gameware Navigation improves the AI design experience in several significant ways:

  • All new API and algorithm design for easier understanding and implementation.
  • Completely re-designed runtime architecture increasing performance and efficiency.
  • Ability to extend NavMesh using NavGraph and tagging with blind data.
  • Extensible, remote visual debugging tools with record and playback functionality.
  • Developers gain full source code access for complete transparency and customization.

Works with Unreal Engine 3.

Works with Unity 3D.

Looking for Autodesk Kynapse?

Kynapse has been succeeded by Autodesk® Gameware Navigation, a completely new product that was designed by the same team that has been working on Kynapse for nearly a decade. Gameware Navigation was designed to improve the AI design and iteration experience to enable the creation of more complex, ambitious AI to meet the requirements of next-generation game developers.

Autodesk FBX

Autodesk® FBX® is an asset exchange technology that facilitates 3D data transfer between software applications. The free FBX SDK enables game developers to integrate FBX support in their applications, enabling higher fidelity data import from Autodesk® Digital Entertainment Creation tools into game engines.


At its core, FBX is a generalized way of describing a 3D scene. It contains a hierarchical scene graph with nodes representing an element in the scene such as a 3D mesh, character, light, or camera. Each node contains transformation information (translation, rotation, scale) as well as attributes for that specific node type (e.g. type of light, light color).

FBX also contains information such as textures (which can be embedded in an FBX file) and materials. FBX stores multi-layered animation in an animation stack, with blending between layers. FBX treats this data in a non-software-specific way. Therefore, many 3D applications can read and write to this common file container format. The free FBX SDK provides developers with an easy way to read and write FBX files, and also translate between other file formats (COLLADA, OBJ).

Read and write FBX files

FBX is the common file format used by all Autodesk Digital Entertainment Creation products. Integrating FBX immediately gives you access to scene elements exported from any Autodesk DEC software.

Import and export other common formats

The FBX SDK is not just limited to FBX files. It also imports and exports Collada (.dae), OBJ (.obj), and AutoCAD (.dxf) formats.

Access Common Scene Elements

FBX gives your application to common 3D scene elements: 3D meshes, LOD groups, cameras, stereo cameras, lights and gobos, texture coordinates, materials, constraints, vertex caches, scene settings, transformation data, markers, skeleton segments, animation curves, and rest and bind poses.

Python Support

Python FBX is a Python™ binding for the C++ library of FBX SDK. It allows you to write Python scripts that can use many of the classes and member functions of FBX SDK.

Python FBX is suitable for applications that can:

  • Set Import/Export options.
    Browse a scene’s node hierarchy.
    Browse the scene’s objects to determine their types.
    Get/Set property values for selected objects.
    Use the above features to import/export files of any of the file formats supported by FBX.

The FBX SDK lets you access, create, or modify the following elements of a scene:

  • Mesh
  • Level of detail (LOD) groups
  • Cameras (including stereo cameras for 3D)
  • Lights and gobos
  • Texture mapping over a geometry
  • Material mapping over a geometry
  • Constraints
  • Vertex cache animation on the control points of a geometry
  • Scene settings that provide Up-Axis (X/Y/Z) and scene scaling (units)
  • Transformation data including position, rotation, scale, parent
  • Markers
  • Skeleton segments (root, limb, and limb node)
  • Animation curves
  • Rest and bind poses for a list of nodes (bones and geometry)

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