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 <[email protected]>: > 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) >>>> >>> >>> >> > --

