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Game Asset Pipeline and Export License

Posted By si3d 3 Years Ago
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si3d
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Hi!

We are starting an RPG game development, and are fascinated with the possibilities Character Creator gives us (and especially with the content at the Marketplace). However, before committing ourselves to Reallusion products - which creates a REALLY strong dependency - we have to be 100% sure that licensing-wise we are ok. Sure, we went through all the available license documents, but unfortunately, they are rather confusing, so we'd rather ask to avoid any potential for misunderstandings.

Basically, there are two questions:
1. We would like to use the following pipeline (which is consistent with the pipelines most of games will use anyway):
- we purchase Export License for the content-we-need at the Marketplace
- we export content-with-export-license (together with any content which is built-in into Character Creator itself), using export functionality provided by Character Creator (currently we are using .fbx, but who knows? - it may change later)
- we (optionally) modify exported-content, modifications including but not limited to: format conversions, algorithmic processing, creating derivative content, combining with (other exported-content, our own content, or third-party content), or any combinations of these modifications
- we embed optionally-modified exported-content into our game, which will be distributed and exploited commercially; some of the embedded-content may be downloaded on-demand from our servers (in an encrypted form). When the distributed game runs on a end-user device, such embedded-into-game-content will be:
    - (optionally) further modified; further modifications may include but are not limited to: format conversions, algorithmic processing, creating derivative content, combining with (other embedded-into-game-content, our own content, or third-party content), or any combinations of these modifications  
    - (after optional further modifications) rendered and displayed to the end-user (eventually using OpenGL, DirectX, etc.)
    - other than above, embedded-into-game-content will be protected from extraction using state-of-the-art methods and technologies (including at least encryption with key-embedded-into-the-distributed-game or key-obtained-over-the-network)
The question is: is such a pipeline ok from licensing point of view? (it certainly looks so given the spirit of the licenses, but there are certain clauses, especially in Mass Distribution License, which make  it not-so-obvious).

2. There is some confusion about that free Mass Distribution License which is associated with such distribution scenarios; it has to be obtained later in the process (when the game is ready), but the question is: what are the criteria which determine if Reallusion decides whether to grant this License or not? Is it granted automatically (but then what is the point of having it)? Or are there certain criteria the game has to comply with to qualify? 

My apologies for asking about such probably-obvious things, but we cannot invest significant efforts into development without being 100% sure that we'll be able to use this content for our game. 
Peter (RL)
Peter (RL)
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Hi...

What you propose in Question 1 is fine under the current license agreement. Providing the end user of your game or app is not able to download or extract the actual Reallusion content (characters (mesh or rig), textures or animations) then there are no restrictions to your planned game project.

For Question 2, the free Mass Distribution License is required just to allow us to keep track of games or applications that are using Reallusion created content. There is no qualifying criteria such as quality or subject matter. The only reason you would likely be refused a license is if the game or app promoted certain illegal activities or contained extreme levels of pornography etc. Basically anything that could damage the reputation of our company would be refused but generally it is very rare for this to happen.

                                                                

Peter
Forum Administrator

www.reallusion.com


cognos
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Posted 3 Years Ago
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Peter (RL) (3/25/2021)
Hi...
What you propose in Question 1 is fine under the current license agreement. Providing the end user of your game or app is not able to download or extract the actual Reallusion content (characters (mesh or rig), textures or animations) then there are no restrictions to your planned game project.

For Question 2, the free Mass Distribution License is required just to allow us to keep track of games or applications that are using Reallusion created content. There is no qualifying criteria such as quality or subject matter. The only reason you would likely be refused a license is if the game or app promoted certain illegal activities or contained extreme levels of pornography etc. Basically anything that could damage the reputation of our company would be refused but generally it is very rare for this to happen.


Hello Peter, 

so in terms of question 1, does this mean that generally all Unity builds are allowed as long as the Reallusion assets (meshes, etc) are not stored directly in the OS filesystem?
"Not able to download or extract the actual Reallusion content" is a problem, since basically any content can be extracted if you want. 
I ask for clarification. A standard IL2CPP build using Unity in which all content is compiled into archive files like resources.assets.resS, sharedassets0.assets, etc. is sufficient right? Or would additional encryption techniques have to be used?

Regarding question 2, what does "extreme levels of pornography" mean to you? Do you mean pornography in general or just the most extreme form?
For example, would a Patreon project like Captain Hardcore already fall under this category, which you do not approve [Link Removed By Moderator]

I'm not asking this just for fun, but due to the fact that I've been working on an simulation/action game with adult elements comparable to those from Captain Hardcore for about a year now, and I've been doing it at full throttle in my spare time. The development itself is already very advanced, but still not to the point where I could already present it on Patreon. 
And that is a big problem somewhere. At that time I had purchased RL Export licenses with and assumed that legally nothing could prevent me from publishing my program. But you expect now information about a project, which is not yet completed or, if I will publish it in the next planned 2-3 months on Patreon, will also continue to be in development. 
I can't apply for the "Mass Distribution License" if the program has not been completed yet. 
This is a huge risk for me, since I have already invested a lot of time and money in your products. 

Patreon themselves have massively cut content some time ago. 
Can I assume that the current Patreon guidelines regarding extreme content apply to you as well? 
If so, that would put my mind at ease. 

Best regards
Edited
3 Years Ago by Peter (RL)
Peter (RL)
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cognos (4/13/2021)
Hello Peter, so in terms of question 1, does this mean that generally all Unity builds are allowed as long as the Reallusion assets (meshes, etc) are not stored directly in the OS filesystem?"Not able to download or extract the actual Reallusion content" is a problem, since basically any content can be extracted if you want. I ask for clarification. A standard IL2CPP build using Unity in which all content is compiled into archive files like resources.assets.resS, sharedassets0.assets, etc. is sufficient right? Or would additional encryption techniques have to be used?

Yes that is correct.

Regarding question 2, what does "extreme levels of pornography" mean to you? Do you mean pornography in general or just the most extreme form?

By extreme pornography I mean anything that would be deemed illegal in the real world such as featuring under age characters or depicting sexual violence. Generally anything that you may see on network or even mainstream cable tv should be fine, anything more than that may cause problems.

Unfortunately though I'm not the person who issues the Mass Distribution Licenses so I can't really be more specific than that. To be sure you can send your proposed plans to developer[at]reallusion.com and they should be able to give you a more definitive answer. Thanks.


                                                                

Peter
Forum Administrator

www.reallusion.com


Edited
3 Years Ago by Peter (RL)
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