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)
>>>>
>>>
>>>
>>
>


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