So if we work in a team and someone works on a mac with a project we share through the professional means like UGS or other the mac will break everyone's project because the mac doesnt support reallusion and in unreal this litterally breaks the project if we share this with the coder who has mac even though all other users use windows
It sounds like you are letting one stubborn Mac user be the single point of failure in your windows based pipeline.
Most of the Recent Reallusion innovations(Accuface, etc) are driven By NVIDIA hardware.
It makes ZERO business sense for Reallusion to spend their time creating and selling you some plugin that may or may not work on Apple’s esoteric hardware even with a disclaimer and no official tech support.
sure we can export all characters to blender or maya and then import in the project but then we lose all the things we need reallusion software for like iclone etc.
I have Autodesk Maya
If your team has Maya you should know that
there is literally NOTHING that Reallusion Iclone can do that Maya cannot regarding Character animation.
so you “lose” nothing by using Maya over Reallusion except personal comfort in using Iclone.
Now with official mac support from epic it would be very viable to reconsider making the tools useable for mac users. A lot of concept artists work on mac only and some coders dont like windows either. You would be missing all these groups, and some of the people are changing to mac again now epic supports mac in full and with the release of those m3 chips.
Epic is supporting Mac OS to bring new users into the Epic/Unreal Content ecosystem not the Reallusion content eco system
they also support the new Replikant 3D character system which is a direct competitor to CC4.
For reallusion to invest in mac plugins on the assumption that unreal users will choose the Iclone/CC4 character ecosystem would be a fools gambit IMHO.