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) >>> >> >> >

