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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