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Message
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Colonel_Klink
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Colonel_Klink
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 1.1K,
Visits: 7.7K
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Here is a pre-announcement that all content sold in the Reallusion Marketplace and Content Store shall include “Export License” upon the release of iClone 8 and Character Creator 4 in 2022. This means that there will no longer be iContent only purchases. We urge all developers to add all their assets in the Marketplace with “Allow Export” and set the Export price accordingly. The suggested export price is no more than 1.5 times of the original iContent price (point). If your assets in the Marketplace do not have export pricing, then you do not want to include export license in your assets. We will then remove all assets that do not have export pricing, with the exception of those assets which can not be exported: .iTree, .iTerrain, .iSky, .iMtl, .iLflare, .iPkfx, .iEffect, .iAtm, .ccLightRoom.
I find this odd that a developer must limit their export pricing to be only 1.5 times the original iContent price, in that given the export models may be used externally by the purchaser for commercial gain i.e. in a game etc etc, where the content creator receives no royalties from the product, and/or the product is shared by the purchaser to others for payment or free, thus the content developer loses out from potential sales.
Pricing of export content that does not utilize any RL assets/materials/etc, should, in my opinion, be left up to the content developer. I cannot see why a content developer should be made to limit the export price of any assets that they have developed outside of any RL product to just 1.5 times the icontent price. I can see that some content developers may increase the icontent price so that their export price is more reasonable, or they may just stop selling on the market place and place their products in a market that is more conducive to a developer setting their own prices. Another alternative is that developers may just set one price that covers iContent and export.
Another thing, some of the special effects I have created, "Crying Time", "Scars'N'Stitches", "Makeup Kit" and others are made specifically for iClone and probably cannot be used out side of iClone... should they have an export price on them as well?
Your thoughts on this....
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 Facebook Page: CWK3D Game and Film Content Cancer Survivor - Retired Teacher - Geriatric Icloner still learning Hardware: ZX80; Operating System- ZX80 Basic; CPU - ZX80 @ 3.25 MHz; Memory - 1KB; Hard Drive - N/A; Storage - Cassette; Monitor: Any old CRT TV
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animagic
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animagic
Posted 4 Years Ago
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Group: Forum Members
Last Active: 3 days ago
Posts: 15.8K,
Visits: 31.3K
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All my products are free so 1.5 times that is still "0"...:P I've set it to something low. I think the export price is just a suggestion, you can set it as you like, but I don't know for sure. This brings up another question that has been ignored by RL so far, in that there should be a difference between exporting for rendering (Unreal, Unity, Omniverse) and exporting for the purpose of reusing the model, which is a whole other matter.
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yepkoo
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yepkoo
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
Visits: 1.9K
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I think you are thinking wrong. You need to use hundreds, maybe thousands of assets in a game. Nobody wants to pay a high export price for a game production (only for a single asset) and turns to other markets. In general, item-type assets can be obtained from markets such as UE, Unity, at a very affordable price. Because most of the packages in these markets are big combos. So your export licenses will work mostly for Omniverse. S.W.A.T, Fashion, Animations etc available in Reallusion contentstore. No one pays a high export fee for a single asset, except for large packages such as. (This is why DAZ is losing game makers) In addition, there is not too much difference between the icontent and export costs of these packages. CC and IC now work with Omniverse and icontent assets will be a burden for us. If you keep the prices high, you will most likely lose customers. In addition, it would not be correct to compare the income of the game makers from the game he sells with the assets you sell.Making a game takes years, requires a lot of effort and money. Most DAZ content producers sell their assets dearly.They sell the product for 20 dollars, 50 dollars in export.Crazy and funny numbers, I have no reason to buy this.I would never pay $70 for just 1-2 outfits or characters.
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Colonel_Klink
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Colonel_Klink
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 1.1K,
Visits: 7.7K
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I fully understand how the gaming industry works having been a content developer for a commercial military simulator in a past life. I do realize that economics have changed drastically over the years too, as back when I was developing content the rate per model was quite lucrative. Nowadays there are more models available on markets all over the internet. Prices vary depending upon where one shops. I've seen some models (single) for sale for several hundred dollars, and at the other end of the scale a similar model is free. I guess it is hard to find a sweet spot when it comes to pricing. It depends upon the quality of the model one wants for what ever wants it for. I think that it should be up to the content creator as to the pricing of export models, after all the content creator can basically ask for what ever they think for iContent. To limit export to 1.5 times or less of the iContent price doesn't allow the content creator to have control of pricing. Another thing that springs to mind is will the new market place that is planned take into account that some items that are only available in content packs be excluded from being on the market place as single items? For example bonus items that are only included in packs, but not available to be purchased separately. Normally items like these are hidden from the stores.
* * * * * * * * * * * * * * * * * * See all my content in one place
 Facebook Page: CWK3D Game and Film Content Cancer Survivor - Retired Teacher - Geriatric Icloner still learning Hardware: ZX80; Operating System- ZX80 Basic; CPU - ZX80 @ 3.25 MHz; Memory - 1KB; Hard Drive - N/A; Storage - Cassette; Monitor: Any old CRT TV
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JustBad
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JustBad
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 35,
Visits: 257
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Following RL suggestion of 1.5 for export I have sold nothing to date as export :( so I just adjusted my export pricing to see if it helps for me. Thanks
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Peter (RL)
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Peter (RL)
Posted 3 Years Ago
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Group: Administrators
Last Active: Last Year
Posts: 23.1K,
Visits: 36.6K
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Colonel_Klink (11/28/2021)
Here is a pre-announcement that all content sold in the Reallusion Marketplace and Content Store shall include “Export License” upon the release of iClone 8 and Character Creator 4 in 2022. This means that there will no longer be iContent only purchases. We urge all developers to add all their assets in the Marketplace with “Allow Export” and set the Export price accordingly. The suggested export price is no more than 1.5 times of the original iContent price (point). If your assets in the Marketplace do not have export pricing, then you do not want to include export license in your assets. We will then remove all assets that do not have export pricing, with the exception of those assets which can not be exported: .iTree, .iTerrain, .iSky, .iMtl, .iLflare, .iPkfx, .iEffect, .iAtm, .ccLightRoom.
I find this odd that a developer must limit their export pricing to be only 1.5 times the original iContent price, in that given the export models may be used externally by the purchaser for commercial gain i.e. in a game etc etc, where the content creator receives no royalties from the product, and/or the product is shared by the purchaser to others for payment or free, thus the content developer loses out from potential sales.
Pricing of export content that does not utilize any RL assets/materials/etc, should, in my opinion, be left up to the content developer. I cannot see why a content developer should be made to limit the export price of any assets that they have developed outside of any RL product to just 1.5 times the icontent price. I can see that some content developers may increase the icontent price so that their export price is more reasonable, or they may just stop selling on the market place and place their products in a market that is more conducive to a developer setting their own prices. Another alternative is that developers may just set one price that covers iContent and export.
Another thing, some of the special effects I have created, "Crying Time", "Scars'N'Stitches", "Makeup Kit" and others are made specifically for iClone and probably cannot be used out side of iClone... should they have an export price on them as well?
Your thoughts on this....
Just to clarify the 1.5 times the iContent price is just a recommendation. Going forward as there will be no iContent versions, the price you set for new content will be entirely up to you. And for content that can't be exported, you will still just set the one price.
Peter Forum Administrator www.reallusion.com
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animagic
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animagic
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 days ago
Posts: 15.8K,
Visits: 31.3K
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Peter, this brings up a point. I have older content that I bought that is still useable but for which there is no Export license available. Would it be possible for such legacy content to simply allow exporting? Sometimes the vendors are no longer reachable so that leads to a dead-end. My understanding is that all content should have an export license, so perhaps there could be a due by date after which the license convert automatically to an export license.
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Colonel_Klink
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Colonel_Klink
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 1.1K,
Visits: 7.7K
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Thank you Peter for the clarification .
Just to clarify the 1.5 times the iContent price is just a recommendation. Going forward as there will be no iContent versions, the price you set for new content will be entirely up to you.
And for content that can't be exported, you will still just set the one price.
* * * * * * * * * * * * * * * * * * See all my content in one place
 Facebook Page: CWK3D Game and Film Content Cancer Survivor - Retired Teacher - Geriatric Icloner still learning Hardware: ZX80; Operating System- ZX80 Basic; CPU - ZX80 @ 3.25 MHz; Memory - 1KB; Hard Drive - N/A; Storage - Cassette; Monitor: Any old CRT TV
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Peter (RL)
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Peter (RL)
Posted 3 Years Ago
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Group: Administrators
Last Active: Last Year
Posts: 23.1K,
Visits: 36.6K
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animagic (1/6/2022) Peter, this brings up a point. I have older content that I bought that is still useable but for which there is no Export license available.
Would it be possible for such legacy content to simply allow exporting? Sometimes the vendors are no longer reachable so that leads to a dead-end.
My understanding is that all content should have an export license, so perhaps there could be a due by date after which the license convert automatically to an export license.Going forward the Marketplace will only display one price that and that will allow exporting (for compatible content types). If vendors are no longer active and managing their content then it may lead to the content being removed from sale (but still available to download from your Inventory if you already purchased) Our hope though is that most content will just become exportable after the start date and no drastic action will be required.
Peter Forum Administrator www.reallusion.com
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yepkoo
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yepkoo
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 1.2K,
Visits: 1.9K
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JustBad (12/7/2021) Following RL suggestion of 1.5 for export I have sold nothing to date as export :( so I just adjusted my export pricing to see if it helps for me. Thanks
JustBad; It may be due to the CC4 and iC8 upgrade coinciding with these times. For example, I don't even have 10 dollars to spend and it will take me a long time to recover :)
---------------------------------------------------------------- https://www.youtube.com/yepkoo https://dev.epicgames.com/community/profile/bxvo/Yepkoo#learning
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