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

