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 <[email protected]> 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
> <http://bit.ly/1zAgU6P>. 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 <[email protected]> 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 <[email protected]> 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 <[email protected]>
>>> 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 <[email protected]> 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 <[email protected]>
>>>>> 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 <[email protected]>:
>>>>>>
>>>>>>> Eugene,
>>>>>>>
>>>>>>> Unreal exports to Android, IOS, Linux and Windows.
>>>>>>>
>>>>>>> F.
>>>>>>>
>>>>>>>
>>>>>>> 2015-03-02 16:35 GMT-03:00 Eugene Flormata <[email protected]>:
>>>>>>>
>>>>>>> does ue4 output to ios/android/ windows/ osx/html5 same as unity
>>>>>>>> does?
>>>>>>>>
>>>>>>>> On Mon, Mar 2, 2015 at 11:31 AM, Saeed Kalhor <[email protected]>
>>>>>>>> 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 <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 <http://www.theafterimage.com/>
>>>
>>> -25 Years Experience
>>> -Member of the Visual Effects Society (VES)
>>>
>>
>>
>

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