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) >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >>> >>> -- >>> >>> >>> >>> >> >> >> -- >> >> >> > --

