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)
--
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)
--