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If you were to go from kinect and create your own clips then iclone looks very slick. My model has a tail, ears and a jaw that iclone doesnt recognize.
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Once your character is initialized you have a control rig you can animate with. Until now I couldn't find any bone animation tools or possibilities in iclone. Gaming people will pay for iClone 3DXchange Pipeline, the way they use the content is not much different comparing to other iClone users so why do they need to pay more?Ĭlick to expand.No the tail is not recognized. The gaming community will increase their customer base, I believe this is what any business want, charging different people different price for the the same product doesn't sound fair to me.
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I personally think iClone still have some work to do in regards to expanding their business to the gaming community. There's no listing of export license for this kit however if you lookup the individual pack say, Social Gatherings Motion Pack, the iContent price is $49.95 and Export price is $149. Pricing on export license is difficult to find, for example, the iClone Starter Kit-Entry Level cost $50 containing: For other contents you need to purchase export license on top of the content price. I couldn't find information describing exactly what's in the bundle. iClone 3DXchange Pipeline $349 (standard and Pro version can't export) iClone5 Pro $140 (standard version lacks motion/animation editing functions) Here is my finding, I hope it saves interested people some time. It took sometime to read and understand what I need to buy to integrate to Unity. The way iClone market their products is confusing (at least for me).
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