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]
<mailto:[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]
<mailto:[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] <mailto:[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] <mailto:[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] <mailto:[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]
<mailto:[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)
--