@sv.grausam - If you have only just purchased CC4 in the last week, then please contact Customer Support. They will be able to advise you on your options regarding refunding and then re-purchasing using the new CC5 pre-launch offer.
@mtakerkart - There is still a quite a while until the release, but the current plan is to update iClone 8 at launch to make it compatible with all the new features of CC5. As I mentioned previously this won’t be iClone 9 but it will be a major update to iClone (probably 8.6).
Now if they could only improve the render engine in iClone so we could actually see the difference…
what I see form the demo page it seems there is only 2-3 new features. I could pay perhaps 100 euros for the upgrade, but that is it definetly not worht 400 for me.
I think this is the end of me being a customer for RL. Not even because the amount of money is too high, but because I think this is just a really shoddy direction to go. This is a clear money grab.
Instead of upgrading the CC3+ base character to a new CC4 standard, they instead package it as an entire new program and charge for it. I understand that it’s a business and they need to make money, but this just feels like a lazy cash grab at the expense of their customers. Bad move, especially when there are so many free alternatives these days.
Hi… The upgrade to CC5 is $229 US dollars which works out around 205 euros. It’s not 400.
Hi
What about all the addons bought for CC4?? are they going to be compatible with CC5? or they have to be repurchased again??
Thank you
Cheers
Will there be an addon/plugin for maya in the update?? or it will just work as exporting to maya??
Hello everyone,
I will make it dependent on how the export function to other programmes is. I am most interested in Omniverse and Cinema 4d. Will there be an option to export without losing quality?
If there isn’t, an update doesn’t really make sense, as the rendering in the target programmes will then be significantly different from CC5, or you will simply have to do a lot of rework.
Best regards
Peter
Translated with DeepL.com (free version)
…according to the video by Reallusion, there will be a bridge to Maya
Alternatives are not really free. Only someone else is paying instead of you.
Blender is financed by a yearly revenue of about 2.5 Million Euros (mainly from patrons and donations) and a lot of free work.
Metahuman is financed by Epic and their billions made by Fortnight and Unreal Engine.
If we’re lucky, one Euro is worth two Dollars by the end of June. Then it’s a 100 Euro upgrade for us.
That is such a non-issue. Blender is free to users. Unreal Engine is free for hobbyists, which is where Reallusion gets the majority of their money from. Nit-picking and taking a “Well, ackshually they aren’t free…” stance is being purposely obtuse. The point remains the same: Reallusion is showing that they are willing to nickel-and-dime their paying customers when other programs are becoming more accessible, easier to use, and free to use up-front.
The truth is that Reallusion continues to box themselves out of the market. They have a small following, mostly hobbyists that have some extra money in their pocket, but I don’t see them being taken seriously in any professional space. Their characters are great, but comparable to Daz: which is free. They’re comparable to Metahumans: which is free. Iclone is meh for anyone that is planning on doing actual animation and not just relying on slapping together generic, premade animations (that they paid for). The accupose is actually pretty nice, especially with their “profiles” for the poses, but any real animator will quickly find that Blender has more of the toolset they need.
This isn’t even a dig at Reallusion. I like their stuff for convenience. I like their wrinkle system, and I like using CC4 to create my starting point with my characters. I’ve even been using the accupose to do block outs (replacing cascadeur). I make good money and can afford to throw some at a program that I’m curious about. But a lot of people can’t, and I think Reallusion is going the wrong way in terms of marketing.
but I don’t see them being taken seriously in any professional space.
Well that is because Iclone itself is not suitable for professional rendering or VFX which, to be fair, is why Reallusion has leaned so heavily into their
“pipeline” exporters to the game engines and Major 3DCC’s (except C4D)
CC5 apparently finally supports auto conversion to our Arnold engine shader system in Maya but based on my experience ,in that community, this will not move the needle at all in terms of getting Maya users to invest in the Reallusion ecosystem for so many reasons unrelated to costs
Iclone is meh for anyone that is planning on doing actual animation and not just relying on slapping together generic, premade animations (that they paid for).
Even when exported to another programs it remains very obvious when you see a collection imotion clips patched togetherand although there are tools in Iclone to mitigate this most iclone users do not seem to bother using them.
The accupose is actually pretty nice, especially with their “profiles” for the poses, but any real animator will quickly find that Blender has more of the toolset they need…………
I’ve even been using the accupose to do block outs (replacing cascadeur). I make good money and can afford to throw some at a program that I’m curious about But a lot of people can’t
Blender users tend to want to do everything
“in house” and are very hesitant to step outside of the Blender eco system comfort bubble particularly
if the cost is $900 USD (the non sale price for IC/CC4.)
Indie game devs and Small studios is where Cascadeur
is targeting and frankly beating Reallusion in terms of features and cost and adoption.
They have a ragdoll system and a new auto in-betweening system unlike anything we have ever seen.
This kind of supports what I’m saying. People at higher levels, like the Maya community, won’t dive into Reallusion for a plethora of reasons, but then RL limits themselves at the hobby level by being closed to anyone not willing to pay upfront to join in. They don’t offer enough to entice established individuals, but they put every feature behind a paywall and limit themselves on that end too.
I agree, I’ve never been a fan of the RL motions. They are often pretty over-acted, even the ones meant to be realistic. This is obviously just a preference, and there’s no harm in people using them if they like them. I was just mentioning it to point out that Iclone doesn’t quite offer enough to be enticing to the people they seem to be attempting to draw in.
Your not wrong for a large portion of the Blender fan-boys, but I disagree with this sentiment as a rule. Blender is gaining traction and has been for a while. It’s being used more and more, even in large studios, and any professional that has a current workflow isn’t dead set on making Blender their only tool. The people that are doing this as a hobby or just starting out? Absolutely. Anything that can’t be done in Blender becomes a price-point and is often replaced by some half-assed way of getting there within the Blender ecosystem. Again, this is putting RL in a spot where they don’t appeal to either the high end or low end of the spectrum. Just the limited middle; people that have the money and think paying for it gives them an edge or short-cut around doing the work and building experience.
I had no idea they added that. I loved Cascadeur for a while, only leaving it when I paid for Accupose infinity. But, this looks incredibly. I know what I’m going to be playing with this weekend
Pete, can I buy CC5 as part of the bundle and transfer my purchased copy of CC5 to a friend, while keeping the free copy. Or are no reallusion products transferrable?
It’s great to see yet another post to the effect that iClone users don’t animate but just slap premade motions together. Mocap is all over the place so who does actually animate?
What counts at the end of the day is how the audience perceives the product, not what disgruntled RL users think of it.
There are many small 3D firms that have bitten the dust over the years due to a failing economic model. I like RL to stay in business as I have a lot invested in it. I’m also not afraid to show my work made with iClone, and I get positive reactions. That’s all that counts for me.
Everyone is free to look elsewhere for their software needs and good luck with that.
Mocap is all over the place so who does actually animate?
Studios that work on productions like Arcane
I like the Iclone motion clip system because it allows me to combine parts of motion data harvested from outside of Iclone such as the ragdoll physics I create in Poser or my 20 year old Endorphin software.
My only criticism is when you see Iclone productions with clear hard transition between motion clips where the user made no attempt smooth them when tools exist in iclone to smooth those transitions.
Creating clips with these premade motions is great for people that enjoy doing so. There’s absolutely nothing “wrong” with it at all. It’s a tool to tell a story and if that’s the main objective, then using them is a no brainer.
But to act like it’s the same thing as professional level animation is just plain delusive. If you’ve never handled tweening, learned a shred of body mechanics, used a dope sheet, or even needed to consider anything in the 12 fundamental principles of animation then calling yourself an animator is at best deluded and at worst downright insulting. I say this as someone who does every one of those things on a weekly basis and still recognize that I’m a mediocre to moderate animator. It’s not meant to be insulting, so I’m sorry is it comes off that way, it’s just the truth.
I like to throw the ball around at cookouts and I’m pretty okay at it, but if someone asked me if I’m a quarterback the answer would simply be “no”. Doesn’t mean I won’t show off and be proud of what I do, though. Same thing. Be proud, but don’t insist it’s not apples to oranges.
A ton of games also still do mostly keyframed animations. Anything stylized is usually keyframed from video reference. Even most mocap needs to be edited via keyframes to fit the project. I don’t think I’ve ever received mocap data that didn’t need manual editing to work. I think keyframing will become even more popular as these AI-assisted programs gain traction and continue to improve.
I think the hobbyist days for Reallusion are long gone. Hobbyist don’t bring the needed revenue, as you said, and rather use free-for-them tools like Blender or Unreal Engine.
Since some years, Reallusion focuses obviously much more on the semi-professional/freelancer/small studio market.