Hi Nicolas,

the k&l 360 plugin is gonna be free via github, it would be nice if they
publish the alembic one too :)

F.


2015-03-11 10:01 GMT-03:00 Nicolas Esposito <[email protected]>:

> I think they used a techinque similar to this
> <http://www.kolor.com/livepano> one, I also notice that they made a 360
> viewer inside UE4, so I guess they combined that with 3d geometry inside
> UE4 and...well...its pretty amazing!
>
> 2015-03-11 13:34 GMT+01:00 Francisco Criado <[email protected]>:
>
>> It seems this guys wrote an alembic plugin! sweet :)
>> http://blog.kiteandlightning.la/
>> By the way, their last vr demo "The Insurgent" is pretty amazing, still
>> wondering how they incorporated the live footage into the engine with that
>> quality.
>>
>> F.
>>
>>
>> 2015-03-09 10:35 GMT-03:00 Gerbrand Nel <[email protected]>:
>>
>>  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]>:
>>>
>>>> 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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