View Full Version : Anybody know where PIM (Poetry in Motion) went?

04-28-2006, 05:44 AM
Hi Guys,

The PIM software has looked amazingly good for a long time now. Anyone know when it's available and where the developments at?

04-28-2006, 05:52 AM
http://pimtools.be/ though the site is still in development.


04-28-2006, 06:20 AM
PIM is still in alpha if you think how long Lightwave has been in beta you will see it is not quiet there yet it is on feature stop. Which means what is there now is what the final product will be BUT it is still in testing.

The small team that is developing PIM also works full time in fact my direct contact actully owns a company so when he/there on dealine PIM goes quiet as they are busy else where, this does not mean nothing is happening it means us alpha testers are still trying to find problems so when it is release you all will have a great product................and it's looking like a GREAT product :)

I was testing things last night myself infact. Work is still carrying on in the back ground and I'm sure once it's released EVERYONE will know about it. :thumbsup:

04-28-2006, 07:35 AM
nice web site design,

by the way, do you know if it's pc-only or also for mac users?
(my boss is probably going to ask me)

04-28-2006, 08:10 AM
Thanks for the feedback, it would be great to see the product finally ship. Maybe they'll do so well he can do it full time! Here's to hoping.

04-28-2006, 08:21 AM
siggraph 2006 i'm hoping!

04-28-2006, 10:43 AM
did you see the game ?

click on the preview for game with the red monster,

when it's loaded, use top arrow keyboard and ctrl to run..

really nice, I was interested before, now I'm really interested...
I just hope the price is not going to be like 1,000$ or something like that..

04-28-2006, 07:07 PM
'Ogre Skin shader' in the 'Game Prototyping and development' demo.

If PIM takes it's models and scene from LW how do you change the shaders before it's converted into the web demo's? Or do I have this wrong and PIM itself is written with ogre?

ps I've nothing against Ogre, just reading up on the specs of the new Ogre 1.2 yesterday actually, just interested if that's PIM's base.

04-29-2006, 04:09 AM
Hey T-Light,

Pim has nothing to do with Ogre3D; the Ogre model on the website is a
model from one of the beta-testers (Gwot - a very talented artist imho),
the 'ogre' name comes from the simple fact that it is an ogre ;)

And applying custom shaders in pim is really easy. You go to the shader
tab of a surface in surface editor, click add (pim)Shader, where you can
specify the ARB/FP or GLSL shader pim has to use.
(a large nr of these shaders are included, blinn, phong, parallax, gooch,
cell, volumetric,.. shaders can also be used for images or offscreen renders ..
blur, edge, sharpen, feedback, chromakey, ..)
Pim also implements a nr of third party shaders, like all of the normalmap
shaders available (including the microwave one..), which you just use like
you would for normal lw output (so they show up both in 'f9' as in
pimpreview). (pim automaticly converts bumpmaps to normalmaps 2 ..)

On the website, some of the samples are demonstrating shaders that come
with pim, there's the skinshader used in a couple of samples, and a z-correct
parallax normalmapper used in the ogre-game (mind the shadow/floor
interaction ..). Even the fruit-game is using shaders for the normalmapped

Hope that answers your question,


04-29-2006, 04:28 AM
Enki[Mute] ...
I can't see the pic/movie.....that your web showed......
It's loaded.....and then hung up......Did I need to install something?shockwave?........

04-29-2006, 04:53 AM
Hey Moc,

All you need is internet explorer, some of the samples require a video card with shader support, but that should be all. I've sent you a pm with more
follow up to find out what happened on your machine ..


04-29-2006, 06:19 AM
That's a lot of work you've been doing under the hood, thanks for the reply Enki, I appreciate it :)

04-29-2006, 11:26 AM
Impressive, to say the least.