Re: OT: Epic going completely crazy

2015-03-13 Thread Tim Leydecker

Hi Byron,


first things first, I think having access to UE4 is awesome and the
chance to dabble with it for free is enough (for me) to invest time in it.

That said, I don´t expect to make money off it any time soon.
I would describe myself as an engine novice and C++ illiterate.

My very personal goals are:
*getting proficient with the engine up to a prototyping functional 
game&levels skill set.
*use the engine to create realtime representations of props&characters 
(e.g. turntables),
 feeling comfortable with UE4 specific tools as well as related PBR 
based workflows.
*explore the UE4 feature set for possible use as a 
cutscene/archviz/previz tool.

*extend my (character)animation skills and rigging skills
*feel comfortable in bringing content into the engine, making it 
work&look nice.


In a nutshell, extending my existing skillset (as a Modeler, 
Lighting&Shading Artist)

by one more type of output, the asset working in a game.

Here´s my current favourite help ressources:

Endless Run Prototype
https://www.youtube.com/watch?v=yS-yQfo0lc0&list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1
TeslaDev Youtube Channel
https://www.youtube.com/user/TeslaUE4/videos

-

Here´s areas I see other people trying to make money off their skills:

Marketplace:
https://www.unrealengine.com/marketplace

First off the marketplace. Please note that a marketplace listing 
requires constant updating
your advertised content to work with the latest engine version and that 
average prices asked
for content are too low for a commercial endeavour (imho). It´s even 
worse than the average
prices asked for asset in 3D databases like Turbosquid, f.e. Guns are 
around 30 bucks but a
realistic price for an artist´s commercially developed Gun Asset is at 
least 3500 bucks in time invested.


Imho, there´s no way of making fair money off assets, even when 
combining 3d databases and the marketplace.


It´s possible for enthusiasts, using free tools and enjoying their hobby 
but not for a commercially constrained business.


--

I do see a possibility in using UE4/Unity for realtime (HTML5) 
webbrowser realtime or maybe even previz.


Archviz:
https://www.youtube.com/user/klalala
Advanced Lighting Map (uses *.hdr/*.exr multibounce global illumination 
and PBR materials plus post effects)

https://docs.unrealengine.com/latest/INT/Engine/Content/Packs/index.html

It´s actually pretty rewarding to walk around (in) your own content 
created for/inside UE4.


--

I guess that makes me an enthusiast.

Cheers,


tim







Am 11.03.2015 um 15:25 schrieb Byron Nash:
What do you all think the viability is for learning something like UE4 
and using that knowledge to earn income. I'm speaking mostly about 
opportunities other than working at a large game studio. What are the 
use cases in smaller markets or remote working situations?


On Wed, Mar 11, 2015 at 9:35 AM, Nicolas Esposito <3dv...@gmail.com 
> wrote:


They're not the only one working on it ;) ...so I guess there will
be alembic stuff available in short time

2015-03-11 14:14 GMT+01:00 Francisco Criado mailto:malcriad...@gmail.com>>:

Hi Nicolas,

the k&l 360 plugin is gonna be free via github, it would be
nice if they publish the alembic one too :)

F.


2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com
>:

I think they used a techinque similar to this
 one, I also notice that
they made a 360 viewer inside UE4, so I guess they
combined that with 3d geometry inside UE4 and...well...its
pretty amazing!

2015-03-11 13:34 GMT+01:00 Francisco Criado
mailto:malcriad...@gmail.com>>:

It seems this guys wrote an alembic plugin! sweet :)
http://blog.kiteandlightning.la/
By the way, their last vr demo "The Insurgent" is
pretty amazing, still wondering how they incorporated
the live footage into the engine with that quality.

F.


2015-03-09 10:35 GMT-03:00 Gerbrand Nel
mailto:nagv...@gmail.com>>:

I don't know about you guys, but for me the
coolest thing would be, proper alembic support.
I just want to use it as a render at first, so I
don't care if the alembic reader is slow, as long
as the render is nice and fast :)
Building interactive content will come a bit later
for me.
G

On 09/03/2015 07:18, Francisco Criado wrote:

Well, this is interesting:

http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

F.


2015-03-07 13:27 GMT-03:00 Tom Kleinenberg
   

Re: OT: Epic going completely crazy

2015-03-12 Thread Nicolas Esposito
They're not the only one working on it ;) ...so I guess there will be
alembic stuff available in short time

2015-03-11 14:14 GMT+01:00 Francisco Criado :

> Hi Nicolas,
>
> the k&l 360 plugin is gonna be free via github, it would be nice if they
> publish the alembic one too :)
>
> F.
>
>
> 2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>
> I think they used a techinque similar to this
>>  one, I also notice that they made a 360
>> viewer inside UE4, so I guess they combined that with 3d geometry inside
>> UE4 and...well...its pretty amazing!
>>
>> 2015-03-11 13:34 GMT+01:00 Francisco Criado :
>>
>>> It seems this guys wrote an alembic plugin! sweet :)
>>> http://blog.kiteandlightning.la/
>>> By the way, their last vr demo "The Insurgent" is pretty amazing, still
>>> wondering how they incorporated the live footage into the engine with that
>>> quality.
>>>
>>> F.
>>>
>>>
>>> 2015-03-09 10:35 GMT-03:00 Gerbrand Nel :
>>>
>>>  I don't know about you guys, but for me the coolest thing would be,
 proper alembic support.
 I just want to use it as a render at first, so I don't care if the
 alembic reader is slow, as long as the render is nice and fast :)
 Building interactive content will come a bit later for me.
 G

 On 09/03/2015 07:18, Francisco Criado wrote:

  Well, this is interesting:

 http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

  F.


 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :

> Has any idea negotiated a custom deal? That seems to be the most
> obvious way to get a cap. Obviously, that would be subject to strict NDA's
> but it would be interesting to know at what level in terms of gross 
> revenue
> people have been able to negotiate.
>
> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>
>> As a game dev, I have some concerns about the royalties of Unreal.
>> It's a fantastic engine that I enjoy very much, and it may very well be 
>> the
>> right choice in many cases but I do wish they had a cap on the royalties.
>> If nothing else, the royalties should be carefully considered against the
>> alternatives. I wrote a post explaining my thoughts in more detail
>> here . It came out a few days before they cut
>> the monthly fee, but as you will see in the post that cost really was 
>> just
>> a drop in the bucket that doesn't change the big numbers.
>>
>>  Of course, none of this applies if you aren't subject to royalties
>> which is bound to be a good percentage of people in this list.
>>
>>
>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>> wrote:
>>
>>> Some more comparisons..
>>>
>>>
>>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>>
>>>
>>>
>>> On 3 March 2015 at 21:49, Perry Harovas 
>>> wrote:
>>>
 Thanks everyone.

  So (just to be clear, because i don't think I was) I was trying
 to get vertex level animation (not morph targets) into UE4.
 So I want to rig and envelope a character (or object) in another
 app (like Soft or C4D) and animate it with bones.
 Then I want to cache the animation of the deforming mesh, and
 export that out to UE4 without the bones, just the animated mesh.

  I wanted to avoid FBX because, well, it is FBX and has been
 horribly varied and spotty with regards to stability and reliability 
 over
 the years.
 Alembic is lighter weight, faster to load large caches, far more
 stable and reliable (although this is, of course, also partly 
 dependent on
 the target application
 that hosts the importer).

  The only reason I mentioned morph targets is that many people
 that were users of UE4 had suggested that the way to get vertex level
 animation
 into UE4 was by using morph targets and doing one morph per frame
 manually. Seemed a bit stupid to do it by hand, to me.

  Am I being ridiculous to not just use FBX? Does FBX work well
 with vertex animation?

  If I was near my machine I would just try it myself, but I won't
 be for a while.

  Thanks again

  Perry



 On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado <
 malcriad...@gmail.com> wrote:

> Hi Perry,
> you can import animated models and characters wih fbx, and you
> have two ways, with the animation embeded or importing animations 
> separated
> and then aplying them in different ways.
> I had an issue with an animated rope through nulls like skeletons
> and didnt go to well, but i'm new to unreal too so th

Re: OT: Epic going completely crazy

2015-03-12 Thread Nicolas Esposito
I think they used a techinque similar to this
 one, I also notice that they made a 360
viewer inside UE4, so I guess they combined that with 3d geometry inside
UE4 and...well...its pretty amazing!

2015-03-11 13:34 GMT+01:00 Francisco Criado :

> It seems this guys wrote an alembic plugin! sweet :)
> http://blog.kiteandlightning.la/
> By the way, their last vr demo "The Insurgent" is pretty amazing, still
> wondering how they incorporated the live footage into the engine with that
> quality.
>
> F.
>
>
> 2015-03-09 10:35 GMT-03:00 Gerbrand Nel :
>
>  I don't know about you guys, but for me the coolest thing would be,
>> proper alembic support.
>> I just want to use it as a render at first, so I don't care if the
>> alembic reader is slow, as long as the render is nice and fast :)
>> Building interactive content will come a bit later for me.
>> G
>>
>> On 09/03/2015 07:18, Francisco Criado wrote:
>>
>>  Well, this is interesting:
>>
>> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>
>>  F.
>>
>>
>> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>>
>>> Has any idea negotiated a custom deal? That seems to be the most obvious
>>> way to get a cap. Obviously, that would be subject to strict NDA's but it
>>> would be interesting to know at what level in terms of gross revenue people
>>> have been able to negotiate.
>>>
>>> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>>>
 As a game dev, I have some concerns about the royalties of Unreal. It's
 a fantastic engine that I enjoy very much, and it may very well be the
 right choice in many cases but I do wish they had a cap on the royalties.
 If nothing else, the royalties should be carefully considered against the
 alternatives. I wrote a post explaining my thoughts in more detail here
 . It came out a few days before they cut the
 monthly fee, but as you will see in the post that cost really was just a
 drop in the bucket that doesn't change the big numbers.

  Of course, none of this applies if you aren't subject to royalties
 which is bound to be a good percentage of people in this list.


 On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
 wrote:

> Some more comparisons..
>
>
> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>
>
>
> On 3 March 2015 at 21:49, Perry Harovas 
> wrote:
>
>> Thanks everyone.
>>
>>  So (just to be clear, because i don't think I was) I was trying to
>> get vertex level animation (not morph targets) into UE4.
>> So I want to rig and envelope a character (or object) in another app
>> (like Soft or C4D) and animate it with bones.
>> Then I want to cache the animation of the deforming mesh, and export
>> that out to UE4 without the bones, just the animated mesh.
>>
>>  I wanted to avoid FBX because, well, it is FBX and has been
>> horribly varied and spotty with regards to stability and reliability over
>> the years.
>> Alembic is lighter weight, faster to load large caches, far more
>> stable and reliable (although this is, of course, also partly dependent 
>> on
>> the target application
>> that hosts the importer).
>>
>>  The only reason I mentioned morph targets is that many people that
>> were users of UE4 had suggested that the way to get vertex level 
>> animation
>> into UE4 was by using morph targets and doing one morph per frame
>> manually. Seemed a bit stupid to do it by hand, to me.
>>
>>  Am I being ridiculous to not just use FBX? Does FBX work well with
>> vertex animation?
>>
>>  If I was near my machine I would just try it myself, but I won't be
>> for a while.
>>
>>  Thanks again
>>
>>  Perry
>>
>>
>>
>> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado <
>> malcriad...@gmail.com> wrote:
>>
>>> Hi Perry,
>>> you can import animated models and characters wih fbx, and you have
>>> two ways, with the animation embeded or importing animations separated 
>>> and
>>> then aplying them in different ways.
>>> I had an issue with an animated rope through nulls like skeletons
>>> and didnt go to well, but i'm new to unreal too so there must be some 
>>> way i
>>> don't know yet.
>>> Morph targets are quite simple, on unreal engine youtube channel
>>> there is a lot of info.
>>> Nicolas, what do you think?
>>> Hope it helps.
>>> F.
>>>
>>> On Monday, March 2, 2015, Perry Harovas 
>>> wrote:
>>>
 I have been using UE4 for a month or so as well, and really enjoy
 it.

  One note, as far as I can tell it does not yet support Alembic
 import, so getting character
 animation (or deforming geometry animation) into UE4 is either done
 via a skeleton (not 

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Nice to hear that Nicolas! let me know if you need beta test ;)

F.


2015-03-11 10:35 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> They're not the only one working on it ;) ...so I guess there will be
> alembic stuff available in short time
>
> 2015-03-11 14:14 GMT+01:00 Francisco Criado :
>
>> Hi Nicolas,
>>
>> the k&l 360 plugin is gonna be free via github, it would be nice if they
>> publish the alembic one too :)
>>
>> F.
>>
>>
>> 2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I think they used a techinque similar to this
>>>  one, I also notice that they made a 360
>>> viewer inside UE4, so I guess they combined that with 3d geometry inside
>>> UE4 and...well...its pretty amazing!
>>>
>>> 2015-03-11 13:34 GMT+01:00 Francisco Criado :
>>>
 It seems this guys wrote an alembic plugin! sweet :)
 http://blog.kiteandlightning.la/
 By the way, their last vr demo "The Insurgent" is pretty amazing, still
 wondering how they incorporated the live footage into the engine with that
 quality.

 F.


 2015-03-09 10:35 GMT-03:00 Gerbrand Nel :

  I don't know about you guys, but for me the coolest thing would be,
> proper alembic support.
> I just want to use it as a render at first, so I don't care if the
> alembic reader is slow, as long as the render is nice and fast :)
> Building interactive content will come a bit later for me.
> G
>
> On 09/03/2015 07:18, Francisco Criado wrote:
>
>  Well, this is interesting:
>
> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>
>  F.
>
>
> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>
>> Has any idea negotiated a custom deal? That seems to be the most
>> obvious way to get a cap. Obviously, that would be subject to strict 
>> NDA's
>> but it would be interesting to know at what level in terms of gross 
>> revenue
>> people have been able to negotiate.
>>
>> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>>
>>> As a game dev, I have some concerns about the royalties of Unreal.
>>> It's a fantastic engine that I enjoy very much, and it may very well be 
>>> the
>>> right choice in many cases but I do wish they had a cap on the 
>>> royalties.
>>> If nothing else, the royalties should be carefully considered against 
>>> the
>>> alternatives. I wrote a post explaining my thoughts in more detail
>>> here . It came out a few days before they
>>> cut the monthly fee, but as you will see in the post that cost really 
>>> was
>>> just a drop in the bucket that doesn't change the big numbers.
>>>
>>>  Of course, none of this applies if you aren't subject to royalties
>>> which is bound to be a good percentage of people in this list.
>>>
>>>
>>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>>> wrote:
>>>
 Some more comparisons..


 http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



 On 3 March 2015 at 21:49, Perry Harovas 
 wrote:

> Thanks everyone.
>
>  So (just to be clear, because i don't think I was) I was trying
> to get vertex level animation (not morph targets) into UE4.
> So I want to rig and envelope a character (or object) in another
> app (like Soft or C4D) and animate it with bones.
> Then I want to cache the animation of the deforming mesh, and
> export that out to UE4 without the bones, just the animated mesh.
>
>  I wanted to avoid FBX because, well, it is FBX and has been
> horribly varied and spotty with regards to stability and reliability 
> over
> the years.
> Alembic is lighter weight, faster to load large caches, far more
> stable and reliable (although this is, of course, also partly 
> dependent on
> the target application
> that hosts the importer).
>
>  The only reason I mentioned morph targets is that many people
> that were users of UE4 had suggested that the way to get vertex level
> animation
> into UE4 was by using morph targets and doing one morph per frame
> manually. Seemed a bit stupid to do it by hand, to me.
>
>  Am I being ridiculous to not just use FBX? Does FBX work well
> with vertex animation?
>
>  If I was near my machine I would just try it myself, but I won't
> be for a while.
>
>  Thanks again
>
>  Perry
>
>
>
> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado <
> malcriad...@gmail.com> wrote:
>
>> Hi Perry,
>> you can import animated models and characters wih fbx, an

Re: OT: Epic going completely crazy

2015-03-11 Thread Andres Stephens
Well I read the terms and conditions.. From what  I understand, apparently any 
linear content (image sequences, short films, etc) you produce doesn’t have any 
5% royalty above $3000 USD per quarterly, so that’s an option. 







From: Byron Nash
Sent: ‎Wednesday‎, ‎March‎ ‎11‎, ‎2015 ‎09‎:‎26‎:‎53‎ ‎
To: softimage@listproc.autodesk.com





What do you all think the viability is for learning something like UE4 and 
using that knowledge to earn income. I'm speaking mostly about opportunities 
other than working at a large game studio. What are the use cases in smaller 
markets or remote working situations?

Re: OT: Epic going completely crazy

2015-03-11 Thread Byron Nash
What do you all think the viability is for learning something like UE4 and
using that knowledge to earn income. I'm speaking mostly about
opportunities other than working at a large game studio. What are the use
cases in smaller markets or remote working situations?

On Wed, Mar 11, 2015 at 9:35 AM, Nicolas Esposito <3dv...@gmail.com> wrote:

> They're not the only one working on it ;) ...so I guess there will be
> alembic stuff available in short time
>
> 2015-03-11 14:14 GMT+01:00 Francisco Criado :
>
>> Hi Nicolas,
>>
>> the k&l 360 plugin is gonna be free via github, it would be nice if they
>> publish the alembic one too :)
>>
>> F.
>>
>>
>> 2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:
>>
>> I think they used a techinque similar to this
>>>  one, I also notice that they made a 360
>>> viewer inside UE4, so I guess they combined that with 3d geometry inside
>>> UE4 and...well...its pretty amazing!
>>>
>>> 2015-03-11 13:34 GMT+01:00 Francisco Criado :
>>>
 It seems this guys wrote an alembic plugin! sweet :)
 http://blog.kiteandlightning.la/
 By the way, their last vr demo "The Insurgent" is pretty amazing, still
 wondering how they incorporated the live footage into the engine with that
 quality.

 F.


 2015-03-09 10:35 GMT-03:00 Gerbrand Nel :

  I don't know about you guys, but for me the coolest thing would be,
> proper alembic support.
> I just want to use it as a render at first, so I don't care if the
> alembic reader is slow, as long as the render is nice and fast :)
> Building interactive content will come a bit later for me.
> G
>
> On 09/03/2015 07:18, Francisco Criado wrote:
>
>  Well, this is interesting:
>
> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>
>  F.
>
>
> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>
>> Has any idea negotiated a custom deal? That seems to be the most
>> obvious way to get a cap. Obviously, that would be subject to strict 
>> NDA's
>> but it would be interesting to know at what level in terms of gross 
>> revenue
>> people have been able to negotiate.
>>
>> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>>
>>> As a game dev, I have some concerns about the royalties of Unreal.
>>> It's a fantastic engine that I enjoy very much, and it may very well be 
>>> the
>>> right choice in many cases but I do wish they had a cap on the 
>>> royalties.
>>> If nothing else, the royalties should be carefully considered against 
>>> the
>>> alternatives. I wrote a post explaining my thoughts in more detail
>>> here . It came out a few days before they
>>> cut the monthly fee, but as you will see in the post that cost really 
>>> was
>>> just a drop in the bucket that doesn't change the big numbers.
>>>
>>>  Of course, none of this applies if you aren't subject to royalties
>>> which is bound to be a good percentage of people in this list.
>>>
>>>
>>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>>> wrote:
>>>
 Some more comparisons..


 http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



 On 3 March 2015 at 21:49, Perry Harovas 
 wrote:

> Thanks everyone.
>
>  So (just to be clear, because i don't think I was) I was trying
> to get vertex level animation (not morph targets) into UE4.
> So I want to rig and envelope a character (or object) in another
> app (like Soft or C4D) and animate it with bones.
> Then I want to cache the animation of the deforming mesh, and
> export that out to UE4 without the bones, just the animated mesh.
>
>  I wanted to avoid FBX because, well, it is FBX and has been
> horribly varied and spotty with regards to stability and reliability 
> over
> the years.
> Alembic is lighter weight, faster to load large caches, far more
> stable and reliable (although this is, of course, also partly 
> dependent on
> the target application
> that hosts the importer).
>
>  The only reason I mentioned morph targets is that many people
> that were users of UE4 had suggested that the way to get vertex level
> animation
> into UE4 was by using morph targets and doing one morph per frame
> manually. Seemed a bit stupid to do it by hand, to me.
>
>  Am I being ridiculous to not just use FBX? Does FBX work well
> with vertex animation?
>
>  If I was near my machine I would just try it myself, but I won't
> be for a while.
>
>  Thanks again
>
>  Perry
>
>

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
Hi Nicolas,

the k&l 360 plugin is gonna be free via github, it would be nice if they
publish the alembic one too :)

F.


2015-03-11 10:01 GMT-03:00 Nicolas Esposito <3dv...@gmail.com>:

> I think they used a techinque similar to this
>  one, I also notice that they made a 360
> viewer inside UE4, so I guess they combined that with 3d geometry inside
> UE4 and...well...its pretty amazing!
>
> 2015-03-11 13:34 GMT+01:00 Francisco Criado :
>
>> It seems this guys wrote an alembic plugin! sweet :)
>> http://blog.kiteandlightning.la/
>> By the way, their last vr demo "The Insurgent" is pretty amazing, still
>> wondering how they incorporated the live footage into the engine with that
>> quality.
>>
>> F.
>>
>>
>> 2015-03-09 10:35 GMT-03:00 Gerbrand Nel :
>>
>>  I don't know about you guys, but for me the coolest thing would be,
>>> proper alembic support.
>>> I just want to use it as a render at first, so I don't care if the
>>> alembic reader is slow, as long as the render is nice and fast :)
>>> Building interactive content will come a bit later for me.
>>> G
>>>
>>> On 09/03/2015 07:18, Francisco Criado wrote:
>>>
>>>  Well, this is interesting:
>>>
>>> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>>
>>>  F.
>>>
>>>
>>> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>>>
 Has any idea negotiated a custom deal? That seems to be the most
 obvious way to get a cap. Obviously, that would be subject to strict NDA's
 but it would be interesting to know at what level in terms of gross revenue
 people have been able to negotiate.

 On 7 March 2015 at 07:27, Eric Cosky  wrote:

> As a game dev, I have some concerns about the royalties of Unreal.
> It's a fantastic engine that I enjoy very much, and it may very well be 
> the
> right choice in many cases but I do wish they had a cap on the royalties.
> If nothing else, the royalties should be carefully considered against the
> alternatives. I wrote a post explaining my thoughts in more detail
> here . It came out a few days before they cut
> the monthly fee, but as you will see in the post that cost really was just
> a drop in the bucket that doesn't change the big numbers.
>
>  Of course, none of this applies if you aren't subject to royalties
> which is bound to be a good percentage of people in this list.
>
>
> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
> wrote:
>
>> Some more comparisons..
>>
>>
>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>
>>
>>
>> On 3 March 2015 at 21:49, Perry Harovas 
>> wrote:
>>
>>> Thanks everyone.
>>>
>>>  So (just to be clear, because i don't think I was) I was trying to
>>> get vertex level animation (not morph targets) into UE4.
>>> So I want to rig and envelope a character (or object) in another app
>>> (like Soft or C4D) and animate it with bones.
>>> Then I want to cache the animation of the deforming mesh, and export
>>> that out to UE4 without the bones, just the animated mesh.
>>>
>>>  I wanted to avoid FBX because, well, it is FBX and has been
>>> horribly varied and spotty with regards to stability and reliability 
>>> over
>>> the years.
>>> Alembic is lighter weight, faster to load large caches, far more
>>> stable and reliable (although this is, of course, also partly dependent 
>>> on
>>> the target application
>>> that hosts the importer).
>>>
>>>  The only reason I mentioned morph targets is that many people that
>>> were users of UE4 had suggested that the way to get vertex level 
>>> animation
>>> into UE4 was by using morph targets and doing one morph per frame
>>> manually. Seemed a bit stupid to do it by hand, to me.
>>>
>>>  Am I being ridiculous to not just use FBX? Does FBX work well with
>>> vertex animation?
>>>
>>>  If I was near my machine I would just try it myself, but I won't
>>> be for a while.
>>>
>>>  Thanks again
>>>
>>>  Perry
>>>
>>>
>>>
>>> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado <
>>> malcriad...@gmail.com> wrote:
>>>
 Hi Perry,
 you can import animated models and characters wih fbx, and you have
 two ways, with the animation embeded or importing animations separated 
 and
 then aplying them in different ways.
 I had an issue with an animated rope through nulls like skeletons
 and didnt go to well, but i'm new to unreal too so there must be some 
 way i
 don't know yet.
 Morph targets are quite simple, on unreal engine youtube channel
 there is a lot of info.
 Nicolas, what do you think?
 Hope it helps.
 F.

 On Monday, March 2, 2015, Perry Harovas 

Re: OT: Epic going completely crazy

2015-03-11 Thread Francisco Criado
It seems this guys wrote an alembic plugin! sweet :)
http://blog.kiteandlightning.la/
By the way, their last vr demo "The Insurgent" is pretty amazing, still
wondering how they incorporated the live footage into the engine with that
quality.

F.


2015-03-09 10:35 GMT-03:00 Gerbrand Nel :

>  I don't know about you guys, but for me the coolest thing would be,
> proper alembic support.
> I just want to use it as a render at first, so I don't care if the alembic
> reader is slow, as long as the render is nice and fast :)
> Building interactive content will come a bit later for me.
> G
>
> On 09/03/2015 07:18, Francisco Criado wrote:
>
>  Well, this is interesting:
>
> http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>
>  F.
>
>
> 2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :
>
>> Has any idea negotiated a custom deal? That seems to be the most obvious
>> way to get a cap. Obviously, that would be subject to strict NDA's but it
>> would be interesting to know at what level in terms of gross revenue people
>> have been able to negotiate.
>>
>> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>>
>>> As a game dev, I have some concerns about the royalties of Unreal. It's
>>> a fantastic engine that I enjoy very much, and it may very well be the
>>> right choice in many cases but I do wish they had a cap on the royalties.
>>> If nothing else, the royalties should be carefully considered against the
>>> alternatives. I wrote a post explaining my thoughts in more detail here
>>> . It came out a few days before they cut the
>>> monthly fee, but as you will see in the post that cost really was just a
>>> drop in the bucket that doesn't change the big numbers.
>>>
>>>  Of course, none of this applies if you aren't subject to royalties
>>> which is bound to be a good percentage of people in this list.
>>>
>>>
>>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>>> wrote:
>>>
 Some more comparisons..


 http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



 On 3 March 2015 at 21:49, Perry Harovas  wrote:

> Thanks everyone.
>
>  So (just to be clear, because i don't think I was) I was trying to
> get vertex level animation (not morph targets) into UE4.
> So I want to rig and envelope a character (or object) in another app
> (like Soft or C4D) and animate it with bones.
> Then I want to cache the animation of the deforming mesh, and export
> that out to UE4 without the bones, just the animated mesh.
>
>  I wanted to avoid FBX because, well, it is FBX and has been horribly
> varied and spotty with regards to stability and reliability over the 
> years.
> Alembic is lighter weight, faster to load large caches, far more
> stable and reliable (although this is, of course, also partly dependent on
> the target application
> that hosts the importer).
>
>  The only reason I mentioned morph targets is that many people that
> were users of UE4 had suggested that the way to get vertex level animation
> into UE4 was by using morph targets and doing one morph per frame
> manually. Seemed a bit stupid to do it by hand, to me.
>
>  Am I being ridiculous to not just use FBX? Does FBX work well with
> vertex animation?
>
>  If I was near my machine I would just try it myself, but I won't be
> for a while.
>
>  Thanks again
>
>  Perry
>
>
>
> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado <
> malcriad...@gmail.com> wrote:
>
>> Hi Perry,
>> you can import animated models and characters wih fbx, and you have
>> two ways, with the animation embeded or importing animations separated 
>> and
>> then aplying them in different ways.
>> I had an issue with an animated rope through nulls like skeletons and
>> didnt go to well, but i'm new to unreal too so there must be some way i
>> don't know yet.
>> Morph targets are quite simple, on unreal engine youtube channel
>> there is a lot of info.
>> Nicolas, what do you think?
>> Hope it helps.
>> F.
>>
>> On Monday, March 2, 2015, Perry Harovas 
>> wrote:
>>
>>> I have been using UE4 for a month or so as well, and really enjoy
>>> it.
>>>
>>>  One note, as far as I can tell it does not yet support Alembic
>>> import, so getting character
>>> animation (or deforming geometry animation) into UE4 is either done
>>> via a skeleton (not as painful if the animated geo is a character I
>>> suppose), or
>>> a series of one-frame morph targets to get animated deforming
>>> geometry to work.
>>> I have been told this is the way to do it, but I have yet to attempt
>>> it as it sounds very painful.
>>>
>>>  Anybody using it that can verify that, or did I miss something?
>>>
>>>  Thanks,
>>>
>>>  Perry
>>>
>>>
>>> O

Re: OT: Epic going completely crazy

2015-03-09 Thread Gerbrand Nel
I don't know about you guys, but for me the coolest thing would be, 
proper alembic support.
I just want to use it as a render at first, so I don't care if the 
alembic reader is slow, as long as the render is nice and fast :)

Building interactive content will come a bit later for me.
G
On 09/03/2015 07:18, Francisco Criado wrote:

Well, this is interesting:
http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

F.


2015-03-07 13:27 GMT-03:00 Tom Kleinenberg >:


Has any idea negotiated a custom deal? That seems to be the most
obvious way to get a cap. Obviously, that would be subject to
strict NDA's but it would be interesting to know at what level in
terms of gross revenue people have been able to negotiate.

On 7 March 2015 at 07:27, Eric Cosky mailto:e...@cosky.com>> wrote:

As a game dev, I have some concerns about the royalties of
Unreal. It's a fantastic engine that I enjoy very much, and it
may very well be the right choice in many cases but I do wish
they had a cap on the royalties. If nothing else, the
royalties should be carefully considered against the
alternatives. I wrote a post explaining my thoughts in more
detail here . It came out a few days
before they cut the monthly fee, but as you will see in the
post that cost really was just a drop in the bucket that
doesn't change the big numbers.

Of course, none of this applies if you aren't subject to
royalties which is bound to be a good percentage of people in
this list.


On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley
mailto:adammsee...@gmail.com>> wrote:

Some more comparisons..


http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



On 3 March 2015 at 21:49, Perry Harovas
mailto:perryharo...@gmail.com>>
wrote:

Thanks everyone.

So (just to be clear, because i don't think I was) I
was trying to get vertex level animation (not morph
targets) into UE4.
So I want to rig and envelope a character (or object)
in another app (like Soft or C4D) and animate it with
bones.
Then I want to cache the animation of the deforming
mesh, and export that out to UE4 without the bones,
just the animated mesh.

I wanted to avoid FBX because, well, it is FBX and has
been horribly varied and spotty with regards to
stability and reliability over the years.
Alembic is lighter weight, faster to load large
caches, far more stable and reliable (although this
is, of course, also partly dependent on the target
application
that hosts the importer).

The only reason I mentioned morph targets is that many
people that were users of UE4 had suggested that the
way to get vertex level animation
into UE4 was by using morph targets and doing one
morph per frame manually. Seemed a bit stupid to do it
by hand, to me.

Am I being ridiculous to not just use FBX? Does FBX
work well with vertex animation?

If I was near my machine I would just try it myself,
but I won't be for a while.

Thanks again

Perry



On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado
mailto:malcriad...@gmail.com>>
wrote:

Hi Perry,
you can import animated models and characters wih
fbx, and you have two ways, with the animation
embeded or importing animations separated and then
aplying them in different ways.
I had an issue with an animated rope through nulls
like skeletons and didnt go to well, but i'm new
to unreal too so there must be some way i don't
know yet.
Morph targets are quite simple, on unreal engine
youtube channel there is a lot of info.
Nicolas, what do you think?
Hope it helps.
F.

On Monday, March 2, 2015, Perry Harovas
mailto:perryharo...@gmail.com>> wrote:

I have been using UE4 for a month or so as
well, and really enjoy it.

One note, as far as I can tell it does not yet
support Alembic import, so getting character
animation (or deforming geometry anima

Re: OT: Epic going completely crazy

2015-03-08 Thread Francisco Criado
Well, this is interesting:
http://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

F.


2015-03-07 13:27 GMT-03:00 Tom Kleinenberg :

> Has any idea negotiated a custom deal? That seems to be the most obvious
> way to get a cap. Obviously, that would be subject to strict NDA's but it
> would be interesting to know at what level in terms of gross revenue people
> have been able to negotiate.
>
> On 7 March 2015 at 07:27, Eric Cosky  wrote:
>
>> As a game dev, I have some concerns about the royalties of Unreal. It's a
>> fantastic engine that I enjoy very much, and it may very well be the right
>> choice in many cases but I do wish they had a cap on the royalties. If
>> nothing else, the royalties should be carefully considered against the
>> alternatives. I wrote a post explaining my thoughts in more detail here
>> . It came out a few days before they cut the
>> monthly fee, but as you will see in the post that cost really was just a
>> drop in the bucket that doesn't change the big numbers.
>>
>> Of course, none of this applies if you aren't subject to royalties which
>> is bound to be a good percentage of people in this list.
>>
>>
>> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley 
>> wrote:
>>
>>> Some more comparisons..
>>>
>>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>>
>>>
>>>
>>> On 3 March 2015 at 21:49, Perry Harovas  wrote:
>>>
 Thanks everyone.

 So (just to be clear, because i don't think I was) I was trying to get
 vertex level animation (not morph targets) into UE4.
 So I want to rig and envelope a character (or object) in another app
 (like Soft or C4D) and animate it with bones.
 Then I want to cache the animation of the deforming mesh, and export
 that out to UE4 without the bones, just the animated mesh.

 I wanted to avoid FBX because, well, it is FBX and has been horribly
 varied and spotty with regards to stability and reliability over the years.
 Alembic is lighter weight, faster to load large caches, far more stable
 and reliable (although this is, of course, also partly dependent on the
 target application
 that hosts the importer).

 The only reason I mentioned morph targets is that many people that were
 users of UE4 had suggested that the way to get vertex level animation
 into UE4 was by using morph targets and doing one morph per frame
 manually. Seemed a bit stupid to do it by hand, to me.

 Am I being ridiculous to not just use FBX? Does FBX work well with
 vertex animation?

 If I was near my machine I would just try it myself, but I won't be for
 a while.

 Thanks again

 Perry



 On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado >>> > wrote:

> Hi Perry,
> you can import animated models and characters wih fbx, and you have
> two ways, with the animation embeded or importing animations separated and
> then aplying them in different ways.
> I had an issue with an animated rope through nulls like skeletons and
> didnt go to well, but i'm new to unreal too so there must be some way i
> don't know yet.
> Morph targets are quite simple, on unreal engine youtube channel there
> is a lot of info.
> Nicolas, what do you think?
> Hope it helps.
> F.
>
> On Monday, March 2, 2015, Perry Harovas 
> wrote:
>
>> I have been using UE4 for a month or so as well, and really enjoy it.
>>
>> One note, as far as I can tell it does not yet support Alembic
>> import, so getting character
>> animation (or deforming geometry animation) into UE4 is either done
>> via a skeleton (not as painful if the animated geo is a character I
>> suppose), or
>> a series of one-frame morph targets to get animated deforming
>> geometry to work.
>> I have been told this is the way to do it, but I have yet to attempt
>> it as it sounds very painful.
>>
>> Anybody using it that can verify that, or did I miss something?
>>
>> Thanks,
>>
>> Perry
>>
>>
>> On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> HTML5 has been added recently, but consider that the engine is quite
>>> new and the iOS/Android stuff is not well flashed out right now...but
>>> still, looks awesome, just take a look at Infinity Blade and the Zen 
>>> Garden
>>> demo ;)
>>>
>>> 2015-03-02 20:56 GMT+01:00 Francisco Criado :
>>>
 Eugene,

 Unreal exports to Android, IOS, Linux and Windows.

 F.


 2015-03-02 16:35 GMT-03:00 Eugene Flormata :

 does ue4 output to ios/android/ windows/ osx/html5 same as unity
> does?
>
> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor 
> wrote:
>
>> LoL..
>> Ju

Re: OT: Epic going completely crazy

2015-03-07 Thread Tom Kleinenberg
Has any idea negotiated a custom deal? That seems to be the most obvious
way to get a cap. Obviously, that would be subject to strict NDA's but it
would be interesting to know at what level in terms of gross revenue people
have been able to negotiate.

On 7 March 2015 at 07:27, Eric Cosky  wrote:

> As a game dev, I have some concerns about the royalties of Unreal. It's a
> fantastic engine that I enjoy very much, and it may very well be the right
> choice in many cases but I do wish they had a cap on the royalties. If
> nothing else, the royalties should be carefully considered against the
> alternatives. I wrote a post explaining my thoughts in more detail here
> . It came out a few days before they cut the
> monthly fee, but as you will see in the post that cost really was just a
> drop in the bucket that doesn't change the big numbers.
>
> Of course, none of this applies if you aren't subject to royalties which
> is bound to be a good percentage of people in this list.
>
>
> On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley  wrote:
>
>> Some more comparisons..
>>
>> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>>
>>
>>
>> On 3 March 2015 at 21:49, Perry Harovas  wrote:
>>
>>> Thanks everyone.
>>>
>>> So (just to be clear, because i don't think I was) I was trying to get
>>> vertex level animation (not morph targets) into UE4.
>>> So I want to rig and envelope a character (or object) in another app
>>> (like Soft or C4D) and animate it with bones.
>>> Then I want to cache the animation of the deforming mesh, and export
>>> that out to UE4 without the bones, just the animated mesh.
>>>
>>> I wanted to avoid FBX because, well, it is FBX and has been horribly
>>> varied and spotty with regards to stability and reliability over the years.
>>> Alembic is lighter weight, faster to load large caches, far more stable
>>> and reliable (although this is, of course, also partly dependent on the
>>> target application
>>> that hosts the importer).
>>>
>>> The only reason I mentioned morph targets is that many people that were
>>> users of UE4 had suggested that the way to get vertex level animation
>>> into UE4 was by using morph targets and doing one morph per frame
>>> manually. Seemed a bit stupid to do it by hand, to me.
>>>
>>> Am I being ridiculous to not just use FBX? Does FBX work well with
>>> vertex animation?
>>>
>>> If I was near my machine I would just try it myself, but I won't be for
>>> a while.
>>>
>>> Thanks again
>>>
>>> Perry
>>>
>>>
>>>
>>> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
>>> wrote:
>>>
 Hi Perry,
 you can import animated models and characters wih fbx, and you have two
 ways, with the animation embeded or importing animations separated and then
 aplying them in different ways.
 I had an issue with an animated rope through nulls like skeletons and
 didnt go to well, but i'm new to unreal too so there must be some way i
 don't know yet.
 Morph targets are quite simple, on unreal engine youtube channel there
 is a lot of info.
 Nicolas, what do you think?
 Hope it helps.
 F.

 On Monday, March 2, 2015, Perry Harovas  wrote:

> I have been using UE4 for a month or so as well, and really enjoy it.
>
> One note, as far as I can tell it does not yet support Alembic import,
> so getting character
> animation (or deforming geometry animation) into UE4 is either done
> via a skeleton (not as painful if the animated geo is a character I
> suppose), or
> a series of one-frame morph targets to get animated deforming geometry
> to work.
> I have been told this is the way to do it, but I have yet to attempt
> it as it sounds very painful.
>
> Anybody using it that can verify that, or did I miss something?
>
> Thanks,
>
> Perry
>
>
> On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com>
> wrote:
>
>> HTML5 has been added recently, but consider that the engine is quite
>> new and the iOS/Android stuff is not well flashed out right now...but
>> still, looks awesome, just take a look at Infinity Blade and the Zen 
>> Garden
>> demo ;)
>>
>> 2015-03-02 20:56 GMT+01:00 Francisco Criado :
>>
>>> Eugene,
>>>
>>> Unreal exports to Android, IOS, Linux and Windows.
>>>
>>> F.
>>>
>>>
>>> 2015-03-02 16:35 GMT-03:00 Eugene Flormata :
>>>
>>> does ue4 output to ios/android/ windows/ osx/html5 same as unity
 does?

 On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor 
 wrote:

> LoL..
> Just after 5 days i paid for first month subscription it become
> free. Amazing!
>


>>>
>>>
>>> --
>>>
>>>
>>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://ww

Re: OT: Epic going completely crazy

2015-03-06 Thread Eric Cosky
As a game dev, I have some concerns about the royalties of Unreal. It's a
fantastic engine that I enjoy very much, and it may very well be the right
choice in many cases but I do wish they had a cap on the royalties. If
nothing else, the royalties should be carefully considered against the
alternatives. I wrote a post explaining my thoughts in more detail here
. It came out a few days before they cut the monthly
fee, but as you will see in the post that cost really was just a drop in
the bucket that doesn't change the big numbers.

Of course, none of this applies if you aren't subject to royalties which is
bound to be a good percentage of people in this list.


On Wed, Mar 4, 2015 at 2:19 AM, Adam Seeley  wrote:

> Some more comparisons..
>
> http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/
>
>
>
> On 3 March 2015 at 21:49, Perry Harovas  wrote:
>
>> Thanks everyone.
>>
>> So (just to be clear, because i don't think I was) I was trying to get
>> vertex level animation (not morph targets) into UE4.
>> So I want to rig and envelope a character (or object) in another app
>> (like Soft or C4D) and animate it with bones.
>> Then I want to cache the animation of the deforming mesh, and export that
>> out to UE4 without the bones, just the animated mesh.
>>
>> I wanted to avoid FBX because, well, it is FBX and has been horribly
>> varied and spotty with regards to stability and reliability over the years.
>> Alembic is lighter weight, faster to load large caches, far more stable
>> and reliable (although this is, of course, also partly dependent on the
>> target application
>> that hosts the importer).
>>
>> The only reason I mentioned morph targets is that many people that were
>> users of UE4 had suggested that the way to get vertex level animation
>> into UE4 was by using morph targets and doing one morph per frame
>> manually. Seemed a bit stupid to do it by hand, to me.
>>
>> Am I being ridiculous to not just use FBX? Does FBX work well with vertex
>> animation?
>>
>> If I was near my machine I would just try it myself, but I won't be for a
>> while.
>>
>> Thanks again
>>
>> Perry
>>
>>
>>
>> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
>> wrote:
>>
>>> Hi Perry,
>>> you can import animated models and characters wih fbx, and you have two
>>> ways, with the animation embeded or importing animations separated and then
>>> aplying them in different ways.
>>> I had an issue with an animated rope through nulls like skeletons and
>>> didnt go to well, but i'm new to unreal too so there must be some way i
>>> don't know yet.
>>> Morph targets are quite simple, on unreal engine youtube channel there
>>> is a lot of info.
>>> Nicolas, what do you think?
>>> Hope it helps.
>>> F.
>>>
>>> On Monday, March 2, 2015, Perry Harovas  wrote:
>>>
 I have been using UE4 for a month or so as well, and really enjoy it.

 One note, as far as I can tell it does not yet support Alembic import,
 so getting character
 animation (or deforming geometry animation) into UE4 is either done
 via a skeleton (not as painful if the animated geo is a character I
 suppose), or
 a series of one-frame morph targets to get animated deforming geometry
 to work.
 I have been told this is the way to do it, but I have yet to attempt it
 as it sounds very painful.

 Anybody using it that can verify that, or did I miss something?

 Thanks,

 Perry


 On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com>
 wrote:

> HTML5 has been added recently, but consider that the engine is quite
> new and the iOS/Android stuff is not well flashed out right now...but
> still, looks awesome, just take a look at Infinity Blade and the Zen 
> Garden
> demo ;)
>
> 2015-03-02 20:56 GMT+01:00 Francisco Criado :
>
>> Eugene,
>>
>> Unreal exports to Android, IOS, Linux and Windows.
>>
>> F.
>>
>>
>> 2015-03-02 16:35 GMT-03:00 Eugene Flormata :
>>
>> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>>>
>>> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor 
>>> wrote:
>>>
 LoL..
 Just after 5 days i paid for first month subscription it become
 free. Amazing!

>>>
>>>
>>
>>
>> --
>>
>>
>>
>


 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com 

 -25 Years Experience
 -Member of the Visual Effects Society (VES)

>>>
>>>
>>> --
>>> Sent from Gmail Mobile
>>>
>>
>>
>>
>> --
>>
>>
>>
>>
>>
>> Perry Harovas
>> Animation and Visual Effects
>>
>> http://www.TheAfterImage.com 
>>
>> -25 Years Experience
>> -Member of the Visual Effects Society (VES)
>>
>
>


Re: OT: Epic going completely crazy

2015-03-04 Thread Adam Seeley
Some more comparisons..

http://blog.digitaltutors.com/whats-better-deal-unreal-engine-4-unity-5/



On 3 March 2015 at 21:49, Perry Harovas  wrote:

> Thanks everyone.
>
> So (just to be clear, because i don't think I was) I was trying to get
> vertex level animation (not morph targets) into UE4.
> So I want to rig and envelope a character (or object) in another app (like
> Soft or C4D) and animate it with bones.
> Then I want to cache the animation of the deforming mesh, and export that
> out to UE4 without the bones, just the animated mesh.
>
> I wanted to avoid FBX because, well, it is FBX and has been horribly
> varied and spotty with regards to stability and reliability over the years.
> Alembic is lighter weight, faster to load large caches, far more stable
> and reliable (although this is, of course, also partly dependent on the
> target application
> that hosts the importer).
>
> The only reason I mentioned morph targets is that many people that were
> users of UE4 had suggested that the way to get vertex level animation
> into UE4 was by using morph targets and doing one morph per frame
> manually. Seemed a bit stupid to do it by hand, to me.
>
> Am I being ridiculous to not just use FBX? Does FBX work well with vertex
> animation?
>
> If I was near my machine I would just try it myself, but I won't be for a
> while.
>
> Thanks again
>
> Perry
>
>
>
> On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
> wrote:
>
>> Hi Perry,
>> you can import animated models and characters wih fbx, and you have two
>> ways, with the animation embeded or importing animations separated and then
>> aplying them in different ways.
>> I had an issue with an animated rope through nulls like skeletons and
>> didnt go to well, but i'm new to unreal too so there must be some way i
>> don't know yet.
>> Morph targets are quite simple, on unreal engine youtube channel there is
>> a lot of info.
>> Nicolas, what do you think?
>> Hope it helps.
>> F.
>>
>> On Monday, March 2, 2015, Perry Harovas  wrote:
>>
>>> I have been using UE4 for a month or so as well, and really enjoy it.
>>>
>>> One note, as far as I can tell it does not yet support Alembic import,
>>> so getting character
>>> animation (or deforming geometry animation) into UE4 is either done
>>> via a skeleton (not as painful if the animated geo is a character I
>>> suppose), or
>>> a series of one-frame morph targets to get animated deforming geometry
>>> to work.
>>> I have been told this is the way to do it, but I have yet to attempt it
>>> as it sounds very painful.
>>>
>>> Anybody using it that can verify that, or did I miss something?
>>>
>>> Thanks,
>>>
>>> Perry
>>>
>>>
>>> On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com>
>>> wrote:
>>>
 HTML5 has been added recently, but consider that the engine is quite
 new and the iOS/Android stuff is not well flashed out right now...but
 still, looks awesome, just take a look at Infinity Blade and the Zen Garden
 demo ;)

 2015-03-02 20:56 GMT+01:00 Francisco Criado :

> Eugene,
>
> Unreal exports to Android, IOS, Linux and Windows.
>
> F.
>
>
> 2015-03-02 16:35 GMT-03:00 Eugene Flormata :
>
> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>>
>> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor 
>> wrote:
>>
>>> LoL..
>>> Just after 5 days i paid for first month subscription it become
>>> free. Amazing!
>>>
>>
>>
>
>
> --
>
>
>

>>>
>>>
>>> --
>>>
>>>
>>>
>>>
>>>
>>> Perry Harovas
>>> Animation and Visual Effects
>>>
>>> http://www.TheAfterImage.com 
>>>
>>> -25 Years Experience
>>> -Member of the Visual Effects Society (VES)
>>>
>>
>>
>> --
>> Sent from Gmail Mobile
>>
>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
> -25 Years Experience
> -Member of the Visual Effects Society (VES)
>


Re: OT: Epic going completely crazy

2015-03-03 Thread Perry Harovas
Thanks everyone.

So (just to be clear, because i don't think I was) I was trying to get
vertex level animation (not morph targets) into UE4.
So I want to rig and envelope a character (or object) in another app (like
Soft or C4D) and animate it with bones.
Then I want to cache the animation of the deforming mesh, and export that
out to UE4 without the bones, just the animated mesh.

I wanted to avoid FBX because, well, it is FBX and has been horribly varied
and spotty with regards to stability and reliability over the years.
Alembic is lighter weight, faster to load large caches, far more stable and
reliable (although this is, of course, also partly dependent on the target
application
that hosts the importer).

The only reason I mentioned morph targets is that many people that were
users of UE4 had suggested that the way to get vertex level animation
into UE4 was by using morph targets and doing one morph per frame manually.
Seemed a bit stupid to do it by hand, to me.

Am I being ridiculous to not just use FBX? Does FBX work well with vertex
animation?

If I was near my machine I would just try it myself, but I won't be for a
while.

Thanks again

Perry



On Mon, Mar 2, 2015 at 4:47 PM, Francisco Criado 
wrote:

> Hi Perry,
> you can import animated models and characters wih fbx, and you have two
> ways, with the animation embeded or importing animations separated and then
> aplying them in different ways.
> I had an issue with an animated rope through nulls like skeletons and
> didnt go to well, but i'm new to unreal too so there must be some way i
> don't know yet.
> Morph targets are quite simple, on unreal engine youtube channel there is
> a lot of info.
> Nicolas, what do you think?
> Hope it helps.
> F.
>
> On Monday, March 2, 2015, Perry Harovas  wrote:
>
>> I have been using UE4 for a month or so as well, and really enjoy it.
>>
>> One note, as far as I can tell it does not yet support Alembic import, so
>> getting character
>> animation (or deforming geometry animation) into UE4 is either done
>> via a skeleton (not as painful if the animated geo is a character I
>> suppose), or
>> a series of one-frame morph targets to get animated deforming geometry to
>> work.
>> I have been told this is the way to do it, but I have yet to attempt it
>> as it sounds very painful.
>>
>> Anybody using it that can verify that, or did I miss something?
>>
>> Thanks,
>>
>> Perry
>>
>>
>> On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com>
>> wrote:
>>
>>> HTML5 has been added recently, but consider that the engine is quite new
>>> and the iOS/Android stuff is not well flashed out right now...but still,
>>> looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;)
>>>
>>> 2015-03-02 20:56 GMT+01:00 Francisco Criado :
>>>
 Eugene,

 Unreal exports to Android, IOS, Linux and Windows.

 F.


 2015-03-02 16:35 GMT-03:00 Eugene Flormata :

 does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>
> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor 
> wrote:
>
>> LoL..
>> Just after 5 days i paid for first month subscription it become free.
>> Amazing!
>>
>
>


 --



>>>
>>
>>
>> --
>>
>>
>>
>>
>>
>> Perry Harovas
>> Animation and Visual Effects
>>
>> http://www.TheAfterImage.com 
>>
>> -25 Years Experience
>> -Member of the Visual Effects Society (VES)
>>
>
>
> --
> Sent from Gmail Mobile
>



-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: OT: Epic going completely crazy

2015-03-02 Thread Alok Gandhi
Been using Unity for over a year now. Have been coding apps for Oculus, 
Augmented Reality and Kinect. Sure you need to script but for me learning curve 
was not that bad. Coded my first published game in over a month after starting. 
So far I never hit a road block. Plus there are excellent plugins and support 
for augemented reality (Vuforia), Oculus Rift ( their own integration) and 
Kinect (zigfu). Also there are a lot of free packages for everything you want 
to do ( and most are free or very affordable). I am a happy unity user.

Compiling for mac, pc, andriod and ios is almost pain free and quick.

Haven't tried unreal till now but I am hearing good things about it so far.

Going to try it out soon.



Sent from my iPhone

> On 03-Mar-2015, at 4:46 am, Nicolas Esposito <3dv...@gmail.com> wrote:
> 
> If I remember correctly (using mostly Maya for characters right now) when I 
> tried with Species and Facerobot rig (nulls basically) I didn't have any 
> problemswhat could cause import problems is to have multiple roots in the 
> skeletal hierarchyOther then that everything worked out fine
> 
> Il 02/Mar/2015 23:28 "Mirko Jankovic"  ha scritto:
>> Hmmm so that means animating with nulls as we have in softimage and gear for 
>> example is not something that wil work??


Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
If I remember correctly (using mostly Maya for characters right now) when I
tried with Species and Facerobot rig (nulls basically) I didn't have any
problemswhat could cause import problems is to have multiple roots in
the skeletal hierarchyOther then that everything worked out fine
Il 02/Mar/2015 23:28 "Mirko Jankovic"  ha
scritto:

> Hmmm so that means animating with nulls as we have in softimage and gear
> for example is not something that wil work??
>


Re: OT: Epic going completely crazy

2015-03-02 Thread Mirko Jankovic
Hmmm so that means animating with nulls as we have in softimage and gear
for example is not something that wil work??


Re: OT: Epic going completely crazy

2015-03-02 Thread Francisco Criado
Hi Perry,
you can import animated models and characters wih fbx, and you have two
ways, with the animation embeded or importing animations separated and then
aplying them in different ways.
I had an issue with an animated rope through nulls like skeletons and didnt
go to well, but i'm new to unreal too so there must be some way i don't
know yet.
Morph targets are quite simple, on unreal engine youtube channel there is a
lot of info.
Nicolas, what do you think?
Hope it helps.
F.

On Monday, March 2, 2015, Perry Harovas  wrote:

> I have been using UE4 for a month or so as well, and really enjoy it.
>
> One note, as far as I can tell it does not yet support Alembic import, so
> getting character
> animation (or deforming geometry animation) into UE4 is either done
> via a skeleton (not as painful if the animated geo is a character I
> suppose), or
> a series of one-frame morph targets to get animated deforming geometry to
> work.
> I have been told this is the way to do it, but I have yet to attempt it as
> it sounds very painful.
>
> Anybody using it that can verify that, or did I miss something?
>
> Thanks,
>
> Perry
>
>
> On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com
> > wrote:
>
>> HTML5 has been added recently, but consider that the engine is quite new
>> and the iOS/Android stuff is not well flashed out right now...but still,
>> looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;)
>>
>> 2015-03-02 20:56 GMT+01:00 Francisco Criado > >:
>>
>>> Eugene,
>>>
>>> Unreal exports to Android, IOS, Linux and Windows.
>>>
>>> F.
>>>
>>>
>>> 2015-03-02 16:35 GMT-03:00 Eugene Flormata >> >:
>>>
>>> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?

 On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor >>> > wrote:

> LoL..
> Just after 5 days i paid for first month subscription it become free.
> Amazing!
>


>>>
>>>
>>> --
>>>
>>>
>>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
> -25 Years Experience
> -Member of the Visual Effects Society (VES)
>


-- 
Sent from Gmail Mobile


Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
Perry,

I'm using A LOT blend shapes lately because of a tool I'm developing for
character customization

Any NPC playlist


At the beginning ( because I was just testing ) I was using the timeline to
trigger the blend shapes, but as far as I know, either in Maya or
Softimage, the morph target process is the same and it works pretty much as
it works in Maya/Softimage, you just go from 0 to 1 and thats it...not sure
I understand whats going on with your method.

2015-03-02 21:38 GMT+01:00 Perry Harovas :

> I have been using UE4 for a month or so as well, and really enjoy it.
>
> One note, as far as I can tell it does not yet support Alembic import, so
> getting character
> animation (or deforming geometry animation) into UE4 is either done
> via a skeleton (not as painful if the animated geo is a character I
> suppose), or
> a series of one-frame morph targets to get animated deforming geometry to
> work.
> I have been told this is the way to do it, but I have yet to attempt it as
> it sounds very painful.
>
> Anybody using it that can verify that, or did I miss something?
>
> Thanks,
>
> Perry
>
>
> On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com> wrote:
>
>> HTML5 has been added recently, but consider that the engine is quite new
>> and the iOS/Android stuff is not well flashed out right now...but still,
>> looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;)
>>
>> 2015-03-02 20:56 GMT+01:00 Francisco Criado :
>>
>>> Eugene,
>>>
>>> Unreal exports to Android, IOS, Linux and Windows.
>>>
>>> F.
>>>
>>>
>>> 2015-03-02 16:35 GMT-03:00 Eugene Flormata :
>>>
>>> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?

 On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor 
 wrote:

> LoL..
> Just after 5 days i paid for first month subscription it become free.
> Amazing!
>


>>>
>>>
>>> --
>>>
>>>
>>>
>>
>
>
> --
>
>
>
>
>
> Perry Harovas
> Animation and Visual Effects
>
> http://www.TheAfterImage.com 
>
> -25 Years Experience
> -Member of the Visual Effects Society (VES)
>


Re: OT: Epic going completely crazy

2015-03-02 Thread Perry Harovas
I have been using UE4 for a month or so as well, and really enjoy it.

One note, as far as I can tell it does not yet support Alembic import, so
getting character
animation (or deforming geometry animation) into UE4 is either done
via a skeleton (not as painful if the animated geo is a character I
suppose), or
a series of one-frame morph targets to get animated deforming geometry to
work.
I have been told this is the way to do it, but I have yet to attempt it as
it sounds very painful.

Anybody using it that can verify that, or did I miss something?

Thanks,

Perry


On Mon, Mar 2, 2015 at 3:13 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> HTML5 has been added recently, but consider that the engine is quite new
> and the iOS/Android stuff is not well flashed out right now...but still,
> looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;)
>
> 2015-03-02 20:56 GMT+01:00 Francisco Criado :
>
>> Eugene,
>>
>> Unreal exports to Android, IOS, Linux and Windows.
>>
>> F.
>>
>>
>> 2015-03-02 16:35 GMT-03:00 Eugene Flormata :
>>
>> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>>>
>>> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor 
>>> wrote:
>>>
 LoL..
 Just after 5 days i paid for first month subscription it become free.
 Amazing!

>>>
>>>
>>
>>
>> --
>>
>>
>>
>


-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com 

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
HTML5 has been added recently, but consider that the engine is quite new
and the iOS/Android stuff is not well flashed out right now...but still,
looks awesome, just take a look at Infinity Blade and the Zen Garden demo ;)

2015-03-02 20:56 GMT+01:00 Francisco Criado :

> Eugene,
>
> Unreal exports to Android, IOS, Linux and Windows.
>
> F.
>
>
> 2015-03-02 16:35 GMT-03:00 Eugene Flormata :
>
> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>>
>> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor  wrote:
>>
>>> LoL..
>>> Just after 5 days i paid for first month subscription it become free.
>>> Amazing!
>>>
>>
>>
>
>
> --
>
>
>


Re: OT: Epic going completely crazy

2015-03-02 Thread Francisco Criado
Eugene,

Unreal exports to Android, IOS, Linux and Windows.

F.


2015-03-02 16:35 GMT-03:00 Eugene Flormata :

> does ue4 output to ios/android/ windows/ osx/html5 same as unity does?
>
> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor  wrote:
>
>> LoL..
>> Just after 5 days i paid for first month subscription it become free.
>> Amazing!
>>
>
>


--


Re: OT: Epic going completely crazy

2015-03-02 Thread Tim Leydecker
I didn´t look into Unity because of the limitations of the basic version 
compared to the pricey pro version,
didn´t follow things, so there may have been lot´s of changes on the 
unity side.


For Unreal:

I´m currently dabbling with UE4 (4.7)´s rigging tools.
https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/MayaRiggingTool/RigTool_Rigging/index.html

Unfortunately, the way things are with those, you´ll want to use Z-up 
and Maya 2014 at 30fps,
I have problems with the scripts and Maya 2015, so I went back to 2014 
and try to live with Z-up,

which isn´t fun in Maya and/or going roundtrips between ZBrush/Mudbox/etc.

In an ideal world, *.fbx would help ease the Y-up/Z-up pains but there´s 
rough edges instead...


In terms of what´s possible with UE4:

https://www.youtube.com/user/klalala

In terms of C## scripting vs. Blueprint (visual) node editing:

There is a lack of advanced weapons & inventory & AI (bot) examples done 
in Blueprints only atm, which

means it´s not so easy to actually do a nice FPS.


What´s available is awesome but I´d also wish for a less complicated way 
of working with character animations,

behaviour trees, weapon attachments, etc.

It´ll be easier when more people have managed to create full projects 
and shared it.


Atm, it´s o.k. to find help or examples but it´s pretty difficult to 
learn good project structure and consistent approaches

from the snippets gathered together from all over the web.


But all in all, UE4 is totally cool.




Am 02.03.2015 um 19:05 schrieb Adam Seeley:

And I was about to start learning some Unity.

Unity users & Unreal users both seem to be happy campers.
Anybody here have any experience with them? Any pros & cons that stick 
out?

I don't really want to learn both.

Free + Houdini Engine does seem to give Unreal an edge though. (A 
great big fat gleaming edge)


Adam.

On 2 March 2015 at 17:49, Cristobal Infante > wrote:


nice one, will be installing it for sure. Also houdini engine will
be available soon:


https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com
> wrote:

Slightly OT, but holy cow, Unreal Engine 4 is completely free
to use ( 5% royalties upon release of a game ).

https://www.unrealengine.com/what-is-unreal-engine-4

I strongly suggest you to take a look at it now that is free,
you won't regret, especially ICE users will find it very
comfortable to use :)







Re: OT: Epic going completely crazy

2015-03-02 Thread Andres Stephens
I was wondering where to put my time and effort after SI, this I think shone a 
light on the way. =P


Sent from my Samsung device


 Original message 
From: Francisco Criado 
Date: 02/03/2015  14:22  (GMT-05:00)
To: softimage@listproc.autodesk.com
Subject: Re: OT: Epic going completely crazy

Agree with Nicolas,
UE4 is mindblowing, here in our studio we are using it and must say its
learning curve is quite comfortable, you wont regret.

F.


2015-03-02 16:06 GMT-03:00 Mirko Jankovic :

> Also to add that right now Unity to me looks more like front end for
> assets tore. Everything you need.. asset store. buy buy buy
> Still don;t have much touch with Unreal but that will definitely change
>
> On Mon, Mar 2, 2015 at 7:14 PM, Nicolas Esposito <3dv...@gmail.com> wrote:
>
>> Personally I switched a bit ago to UDK and now UE4 due to my lack of
>> scripting...in short, in Unity if you want something you have to code it (
>> ehm...Maya anyone? )
>> UDK previously and UE4 now have Blueprints, which is basically visual
>> scripting quite easy to use and to modify/share.
>>
>> So you could see them as:
>>
>> - Unreal Engine 4: similar to Softimage, lots of tools to do the same
>> job, some unique features and very powerfull under the hood
>> - Unity: same as Maya, powerfull and used by a lot of people, but the
>> "vanilla" version is not so user friendly and suffer of the same thing as
>> Maya, means that there is a plugin for basically everything which turns
>> Unity into an usable engine...
>>
>> 2015-03-02 19:05 GMT+01:00 Adam Seeley :
>>
>>> And I was about to start learning some Unity.
>>>
>>> Unity users & Unreal users both seem to be happy campers.
>>> Anybody here have any experience with them? Any pros & cons that stick
>>> out?
>>> I don't really want to learn both.
>>>
>>> Free + Houdini Engine does seem to give Unreal an edge though. (A great
>>> big fat gleaming edge)
>>>
>>> Adam.
>>>
>>> On 2 March 2015 at 17:49, Cristobal Infante  wrote:
>>>
>>>> nice one, will be installing it for sure. Also houdini engine will be
>>>> available soon:
>>>>
>>>>
>>>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>>>
>>>> On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>>
>>>>> Slightly OT, but holy cow, Unreal Engine 4 is completely free to use (
>>>>> 5% royalties upon release of a game ).
>>>>>
>>>>> https://www.unrealengine.com/what-is-unreal-engine-4
>>>>>
>>>>> I strongly suggest you to take a look at it now that is free, you
>>>>> won't regret, especially ICE users will find it very comfortable to use :)
>>>>>
>>>>
>>>>
>>>
>>
>


--


Re: OT: Epic going completely crazy

2015-03-02 Thread Eugene Flormata
does ue4 output to ios/android/ windows/ osx/html5 same as unity does?

On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor  wrote:

> LoL..
> Just after 5 days i paid for first month subscription it become free.
> Amazing!
>


Re: OT: Epic going completely crazy

2015-03-02 Thread Saeed Kalhor
LoL..
Just after 5 days i paid for first month subscription it become free.
Amazing!


Re: OT: Epic going completely crazy

2015-03-02 Thread Francisco Criado
Agree with Nicolas,
UE4 is mindblowing, here in our studio we are using it and must say its
learning curve is quite comfortable, you wont regret.

F.


2015-03-02 16:06 GMT-03:00 Mirko Jankovic :

> Also to add that right now Unity to me looks more like front end for
> assets tore. Everything you need.. asset store. buy buy buy
> Still don;t have much touch with Unreal but that will definitely change
>
> On Mon, Mar 2, 2015 at 7:14 PM, Nicolas Esposito <3dv...@gmail.com> wrote:
>
>> Personally I switched a bit ago to UDK and now UE4 due to my lack of
>> scripting...in short, in Unity if you want something you have to code it (
>> ehm...Maya anyone? )
>> UDK previously and UE4 now have Blueprints, which is basically visual
>> scripting quite easy to use and to modify/share.
>>
>> So you could see them as:
>>
>> - Unreal Engine 4: similar to Softimage, lots of tools to do the same
>> job, some unique features and very powerfull under the hood
>> - Unity: same as Maya, powerfull and used by a lot of people, but the
>> "vanilla" version is not so user friendly and suffer of the same thing as
>> Maya, means that there is a plugin for basically everything which turns
>> Unity into an usable engine...
>>
>> 2015-03-02 19:05 GMT+01:00 Adam Seeley :
>>
>>> And I was about to start learning some Unity.
>>>
>>> Unity users & Unreal users both seem to be happy campers.
>>> Anybody here have any experience with them? Any pros & cons that stick
>>> out?
>>> I don't really want to learn both.
>>>
>>> Free + Houdini Engine does seem to give Unreal an edge though. (A great
>>> big fat gleaming edge)
>>>
>>> Adam.
>>>
>>> On 2 March 2015 at 17:49, Cristobal Infante  wrote:
>>>
 nice one, will be installing it for sure. Also houdini engine will be
 available soon:


 https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

 On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:

> Slightly OT, but holy cow, Unreal Engine 4 is completely free to use (
> 5% royalties upon release of a game ).
>
> https://www.unrealengine.com/what-is-unreal-engine-4
>
> I strongly suggest you to take a look at it now that is free, you
> won't regret, especially ICE users will find it very comfortable to use :)
>


>>>
>>
>


--


Re: OT: Epic going completely crazy

2015-03-02 Thread Mirko Jankovic
Also to add that right now Unity to me looks more like front end for assets
tore. Everything you need.. asset store. buy buy buy
Still don;t have much touch with Unreal but that will definitely change

On Mon, Mar 2, 2015 at 7:14 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Personally I switched a bit ago to UDK and now UE4 due to my lack of
> scripting...in short, in Unity if you want something you have to code it (
> ehm...Maya anyone? )
> UDK previously and UE4 now have Blueprints, which is basically visual
> scripting quite easy to use and to modify/share.
>
> So you could see them as:
>
> - Unreal Engine 4: similar to Softimage, lots of tools to do the same job,
> some unique features and very powerfull under the hood
> - Unity: same as Maya, powerfull and used by a lot of people, but the
> "vanilla" version is not so user friendly and suffer of the same thing as
> Maya, means that there is a plugin for basically everything which turns
> Unity into an usable engine...
>
> 2015-03-02 19:05 GMT+01:00 Adam Seeley :
>
>> And I was about to start learning some Unity.
>>
>> Unity users & Unreal users both seem to be happy campers.
>> Anybody here have any experience with them? Any pros & cons that stick
>> out?
>> I don't really want to learn both.
>>
>> Free + Houdini Engine does seem to give Unreal an edge though. (A great
>> big fat gleaming edge)
>>
>> Adam.
>>
>> On 2 March 2015 at 17:49, Cristobal Infante  wrote:
>>
>>> nice one, will be installing it for sure. Also houdini engine will be
>>> available soon:
>>>
>>>
>>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>>
>>> On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>
 Slightly OT, but holy cow, Unreal Engine 4 is completely free to use (
 5% royalties upon release of a game ).

 https://www.unrealengine.com/what-is-unreal-engine-4

 I strongly suggest you to take a look at it now that is free, you won't
 regret, especially ICE users will find it very comfortable to use :)

>>>
>>>
>>
>


Re: OT: Epic going completely crazy

2015-03-02 Thread John Richard Sanchez
Now they gave me an offer I couldn't refuse.

On Mon, Mar 2, 2015 at 1:14 PM, Nicolas Esposito <3dv...@gmail.com> wrote:

> Personally I switched a bit ago to UDK and now UE4 due to my lack of
> scripting...in short, in Unity if you want something you have to code it (
> ehm...Maya anyone? )
> UDK previously and UE4 now have Blueprints, which is basically visual
> scripting quite easy to use and to modify/share.
>
> So you could see them as:
>
> - Unreal Engine 4: similar to Softimage, lots of tools to do the same job,
> some unique features and very powerfull under the hood
> - Unity: same as Maya, powerfull and used by a lot of people, but the
> "vanilla" version is not so user friendly and suffer of the same thing as
> Maya, means that there is a plugin for basically everything which turns
> Unity into an usable engine...
>
> 2015-03-02 19:05 GMT+01:00 Adam Seeley :
>
>> And I was about to start learning some Unity.
>>
>> Unity users & Unreal users both seem to be happy campers.
>> Anybody here have any experience with them? Any pros & cons that stick
>> out?
>> I don't really want to learn both.
>>
>> Free + Houdini Engine does seem to give Unreal an edge though. (A great
>> big fat gleaming edge)
>>
>> Adam.
>>
>> On 2 March 2015 at 17:49, Cristobal Infante  wrote:
>>
>>> nice one, will be installing it for sure. Also houdini engine will be
>>> available soon:
>>>
>>>
>>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>>
>>> On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:
>>>
 Slightly OT, but holy cow, Unreal Engine 4 is completely free to use (
 5% royalties upon release of a game ).

 https://www.unrealengine.com/what-is-unreal-engine-4

 I strongly suggest you to take a look at it now that is free, you won't
 regret, especially ICE users will find it very comfortable to use :)

>>>
>>>
>>
>


-- 
www.johnrichardsanchez.com


Re: OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
Personally I switched a bit ago to UDK and now UE4 due to my lack of
scripting...in short, in Unity if you want something you have to code it (
ehm...Maya anyone? )
UDK previously and UE4 now have Blueprints, which is basically visual
scripting quite easy to use and to modify/share.

So you could see them as:

- Unreal Engine 4: similar to Softimage, lots of tools to do the same job,
some unique features and very powerfull under the hood
- Unity: same as Maya, powerfull and used by a lot of people, but the
"vanilla" version is not so user friendly and suffer of the same thing as
Maya, means that there is a plugin for basically everything which turns
Unity into an usable engine...

2015-03-02 19:05 GMT+01:00 Adam Seeley :

> And I was about to start learning some Unity.
>
> Unity users & Unreal users both seem to be happy campers.
> Anybody here have any experience with them? Any pros & cons that stick out?
> I don't really want to learn both.
>
> Free + Houdini Engine does seem to give Unreal an edge though. (A great
> big fat gleaming edge)
>
> Adam.
>
> On 2 March 2015 at 17:49, Cristobal Infante  wrote:
>
>> nice one, will be installing it for sure. Also houdini engine will be
>> available soon:
>>
>>
>> https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>>
>> On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:
>>
>>> Slightly OT, but holy cow, Unreal Engine 4 is completely free to use (
>>> 5% royalties upon release of a game ).
>>>
>>> https://www.unrealengine.com/what-is-unreal-engine-4
>>>
>>> I strongly suggest you to take a look at it now that is free, you won't
>>> regret, especially ICE users will find it very comfortable to use :)
>>>
>>
>>
>


Re: OT: Epic going completely crazy

2015-03-02 Thread Adam Seeley
And I was about to start learning some Unity.

Unity users & Unreal users both seem to be happy campers.
Anybody here have any experience with them? Any pros & cons that stick out?
I don't really want to learn both.

Free + Houdini Engine does seem to give Unreal an edge though. (A great big
fat gleaming edge)

Adam.

On 2 March 2015 at 17:49, Cristobal Infante  wrote:

> nice one, will be installing it for sure. Also houdini engine will be
> available soon:
>
>
> https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66
>
> On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:
>
>> Slightly OT, but holy cow, Unreal Engine 4 is completely free to use ( 5%
>> royalties upon release of a game ).
>>
>> https://www.unrealengine.com/what-is-unreal-engine-4
>>
>> I strongly suggest you to take a look at it now that is free, you won't
>> regret, especially ICE users will find it very comfortable to use :)
>>
>
>


Re: OT: Epic going completely crazy

2015-03-02 Thread Cristobal Infante
nice one, will be installing it for sure. Also houdini engine will be
available soon:

https://www.sidefx.com/index.php?option=com_content&task=view&id=3067&Itemid=66

On 2 March 2015 at 17:31, Nicolas Esposito <3dv...@gmail.com> wrote:

> Slightly OT, but holy cow, Unreal Engine 4 is completely free to use ( 5%
> royalties upon release of a game ).
>
> https://www.unrealengine.com/what-is-unreal-engine-4
>
> I strongly suggest you to take a look at it now that is free, you won't
> regret, especially ICE users will find it very comfortable to use :)
>


OT: Epic going completely crazy

2015-03-02 Thread Nicolas Esposito
Slightly OT, but holy cow, Unreal Engine 4 is completely free to use ( 5%
royalties upon release of a game ).

https://www.unrealengine.com/what-is-unreal-engine-4

I strongly suggest you to take a look at it now that is free, you won't
regret, especially ICE users will find it very comfortable to use :)