I don't know about you guys, but for me the coolest thing would be, proper alembic support. I just want to use it as a render at first, so I don't care if the alembic reader is slow, as long as the render is nice and fast :)
Building interactive content will come a bit later for me.
G
On 09/03/2015 07:18, Francisco Criado wrote:
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)



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--




                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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