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By Supermikey - 4 Years Ago
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Okay folks So what is the deal with licensing and what you can or can't do with your own creations. It could be just me but, i can't seem to find the user agreement or what ever, i'm asking again because every time there is a new video about CC on youtube, about half or more of the comments will be along the lines of " sure CC is pretty good and all, but Reallusion won't let you use your characters for game work" Or they're really picky with what your creations can be used for. So what's the deal, because it doesn't seem easy to actually contact the company and get a straight answer.
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By AutoDidact - 4 Years Ago
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Supermikey (7/4/2022) Okay folks So what is the deal with licensing and what you can or can't do with your own creations. It could be just me but, i can't seem to find the user agreement or what ever, i'm asking again because every time there is a new video about CC on youtube, about half or more of the comments will be along the lines of " sure CC is pretty good and all, but Reallusion won't let you use your characters for game work" Or they're really picky with what your creations can be used for. So what's the deal, because it doesn't seem easy to actually contact the company and get a straight answer.
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By bgames - 4 Years Ago
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You have to contact Reallusion to obtain an MDL before publication. Reallusion can decide to approve or deny the MDL. They will have rights to promote your work as well.
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By animagic - 4 Years Ago
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YouTube comments are among the worst forms of disinformation...:unsure:
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By Peter (RL) - 4 Years Ago
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Supermikey (7/4/2022) Okay folks So what is the deal with licensing and what you can or can't do with your own creations. It could be just me but, i can't seem to find the user agreement or what ever, i'm asking again because every time there is a new video about CC on youtube, about half or more of the comments will be along the lines of " sure CC is pretty good and all, but Reallusion won't let you use your characters for game work" Or they're really picky with what your creations can be used for. So what's the deal, because it doesn't seem easy to actually contact the company and get a straight answer.
Please take a look at my replies the thread below which should answer your questions.
https://forum.reallusion.com/515204/Some-clarification-about-licenses
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By Peter (RL) - 4 Years Ago
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bgames (7/4/2022) They will have rights to promote your work as well.
You make it sound like a bad thing. I doubt anyone would want to turn down free promotion of their game/movie.
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By 4u2ges - 4 Years Ago
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In light of email we received today. Do uses now have to pay x3 times (or rather difference between current Content price and Extended) for cloth/hair/sliders assets to use in games for purchases they made up to July 15? Or it only applies to new purchases made starting July 15?
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By animagic - 4 Years Ago
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4u2ges (7/5/2022) In light of email we received today. Do uses now have to pay x3 times (or rather difference between current Content price and Extended) for cloth/hair/sliders assets to use in games for purchases they made up to July 15? Or it only applies to new purchases made starting July 15?
I was puzzled about this too. After RL just simplified the license system, they now seem to have made it more complicated...:unsure: :blink:
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By Sophus - 4 Years Ago
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I haven't gotten the e-mail yet. What does it say? You need to buy an extended license for three times the price of the content licence for mass distribution purposes starting with July 15th?
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By bgames - 4 Years Ago
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Is there a public link to the announcement? I haven't received any emails or been notified of any further licensing changes.
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By animagic - 4 Years Ago
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bgames (7/5/2022) Is there a public link to the announcement? I haven't received any emails or been notified of any further licensing changes. There was an email to developers, so I assume that there will be an official announcement forthcoming.
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By bgames - 4 Years Ago
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For the content license for a product it says:
If you: - wish to embed content into games, virtual reality projects, augmented reality projects for mass distribution right
OR - Have custom licensing needs
Then please contact marketing@reallusion.com. See Content EULA for details.
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By Sophus - 4 Years Ago
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My question basically is, whether it would be a good idea to get some content I am interested in during the current sale before the license changes and the prices may be rising in mid July.
At the moment the license didn't change and is still the old one. This would mean my purchase would conform to the current license rules.
What would Reallusion advise me to do?
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By Supermikey - 4 Years Ago
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Okay, thanks for the help everyone.
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By matenn30 - 4 Years Ago
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This extended license sale is a complex deal for 3d content developers, and I think it's a significant disadvantage for 3d game developers. I'm a contentdeveloper, so I think it's +. One word, I'm sorry. And this comment is written in both Japanese and English.
この拡張ライセンスセールは、3dコンテンツ開発者には複雑にお得で、3dゲーム開発者には、かなり不利な状況かと思います。自分は、コンテンツ開発者なので、+かと思いますが。1言、すいません。そしてこのコメントは、日英2か国語表記です。
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By Peter (RL) - 4 Years Ago
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4u2ges (7/5/2022) In light of email we received today. Do uses now have to pay x3 times (or rather difference between current Content price and Extended) for cloth/hair/sliders assets to use in games for purchases they made up to July 15? Or it only applies to new purchases made starting July 15?
Unfortunately this email caught me off guard as well because I wasn't expecting it to be sent out just yet. I don't want to give incorrect information so will need to clarify things before answering. As soon as I'm sure of the situation I will let you all know. :ermm:
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By yepkoo - 4 Years Ago
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Are you really serious? While most people buy iContent licenses, I paid attention to purchase products with Export license to use in games. Now, don't tell me that I need to buy an export license again for the products I've purchased.
Then why did you remove the iContent license?
Hopefully this doesn't apply to purchases before July 15th.
what will happen next Are you going to say that after 2 years we have to cancel the extended license and buy a 3x extended license?
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By facr73 - 4 Years Ago
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I second that. I got Export licenses too because of that (able to use as export to use in Unreal or Unity) not to rebuy again...
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By AutoDidact - 4 Years Ago
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yepkoo (7/6/2022) Are you really serious? While most people buy iContent licenses, I paid attention to purchase products with Export license to use in games. Now, don't tell me that I need to buy an export license again for the products I've purchased.
Then why did you remove the iContent license?
Hopefully this doesn't apply to purchases before July 15th.
what will happen next Are you going to say that after 2 years we have to cancel the extended license and buy a 3x extended license?
@Yepkoo as someone who is NOT a game developer I am curious. What about the content in the UE marketplace or Unity stores or the Daz “extended licenses” for their content. How do they compare to the RL eco-system for game devs ?
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By Sophus - 4 Years Ago
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yepkoo (7/6/2022)Hopefully this doesn't apply to purchases before July 15th.
what will happen next Are you going to say that after 2 years we have to cancel the extended license and buy a 3x extended license? I don't think it is legally possible for one side to change the license agreement after you already bought the content or else you should be able to return everything for a complete refund. So I would assume that the products you already have bought will not be impacted by a future license change.
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By planetstardragon - 4 Years Ago
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I've been following this trend,
Just curious, what is the normal transaction for game developers when it comes to models and such. and how do you guys think a fair agreement should be worded ?
I'm curious for myself as a developer that's confused with these changing T&C's, admittedly i don't understand how it's different for a game developer than a film maker other than models getting ripped from games.
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By yepkoo - 4 Years Ago
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AutoDidact (7/6/2022)
@Yepkoo as someone who is NOT a game developer I am curious. What about the content in the UE marketplace or Unity stores or the Daz “extended licenses” for their content. How do they compare to the RL eco-system for game devs ?
The Unreal market is a big one and the prices are really affordable. I have a huge archive as it is offered at 70% discount 1-2 times a year. Moreover, 5-6 free products worth 400-500 dollars are given every month. All I need for the RL shop are character-specific items like animations, clothes and hair.
Sophus (7/6/2022)
So I would assume that the products you already have bought will not be impacted by a future license change.
Sophus, I hope you're right. My expectation is that the new licenses will not affect the old licenses and that all old export licenses will be changed to extended licenses.
planetstardragon (7/7/2022)
I'm curious for myself as a developer that's confused with these changing T&C's, admittedly i don't understand how it's different for a game developer than a film maker other than models getting ripped from games.
Actually, there is no difference. It is not possible to extract any assets from a video or game. The main reason for this is that some companies want to make more profit from the customers who use their products for this purpose as the games generate huge revenues. Frankly, no one takes into account the years and fatigue a game developer spends to produce games.They may be right to some extent. A 3D model has been produced and the desire to gain maximum profit from it. But the real issue is how our existing licenses will be affected. Because the reason we chose the export license when purchasing the products was to be able to use them in the games. This means our game license is revoked and I hope nothing like that happens.
I don't mind what the new license types will be. It's none of my business, it's the company's own decisions. As I said I'm concerned about what our current licenses will be.
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By Peter (RL) - 4 Years Ago
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4u2ges (7/5/2022) Do uses now have to pay x3 times (or rather difference between current Content price and Extended) for cloth/hair/sliders assets to use in games for purchases they made up to July 15? Or it only applies to new purchases made starting July 15?
After checking I can confirm that the Extended License only applies to applicable content purchased after the launch date of the new extended license terms. This is to replace the current Mass Distribution License which will no longer be needed.
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By bgames - 4 Years Ago
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Thanks for the info! Do you have any information as to what will happen to content that was purchased (for Export) prior to the Extended License launch date. Will users 1) be granted the extended license automatically or 2) have to purchase an extended license for content they already purchased?
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By Peter (RL) - 4 Years Ago
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bgames (7/7/2022) Do you have any information as to what will happen to content that was purchased (for Export) prior to the Extended License launch date. Will users 1) be granted the extended license automatically or 2) have to purchase an extended license for content they already purchased?
Hi...
If you already purchased content with an export license, or more recently with the new all in one license, then you won't need to purchase an Extended License for the content. However, in this situation it is advised to contact us for a Mass Distribution License so you know you have written permission to use the content in your commercial games or apps.
Please Note: The only content that requires an Extended License are the CC Components ccSlider, ccHair, ccCloth, ccShoes, and ccGloves. Props, motions and accessories do not need an Extended License.
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By bgames - 4 Years Ago
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Oh that's too bad that they didn't take the opportunity to just grant Extended licenses to content purchased for export prior to the launch date. Thank you for looking into this and getting us some answers!
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By Peter (RL) - 4 Years Ago
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bgames (7/7/2022) Oh that's too bad that they didn't take the opportunity to just grant Extended licenses to content purchased for export prior to the launch date. I've been going through the process of trying to obtain MDLs for 2 weeks now and haven't made any progress - in fact the situation has become even more unclear because there was mention of having to repeat the process at a later date (WHAT? WHY?). It's been a huge hassle and has turned me off from using Reallusion. So I was naturally glad to hear your response that Reallusion is moving off MDL. Just a shame they didn't grant the licenses for already purchased content and just abolish the MDL altogether since this still leaves me with the long, drawn out process of trying to get an MDL. Thank you for looking into this and getting us some answers!
Hi bgames
I'm sorry this is causing confusion, but please be aware the full information about the Extended License is still being prepared. The email sent out was just a heads up for developers with Marketplace content who will need to adjust their prices accordingly. Once the launch date for the new Extended License is finalized (the 15th is not definite yet) we will make a full announcement on the forum.
Note: The information sent out to developers is available to read HERE.
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By 4u2ges - 4 Years Ago
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After checking I can confirm that the Extended License only applies to applicable content purchased after the launch date of the new extended license terms. This is to replace the current Mass Distribution License which will no longer be needed
Thank you for clarification, I was hopping that would be the case.
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By yepkoo - 4 Years Ago
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bgames (7/7/2022) Oh that's too bad that they didn't take the opportunity to just grant Extended licenses to content purchased for export prior to the launch date. I've been going through the process of trying to obtain MDLs for 2 weeks now and haven't made any progress - in fact the situation has become even more unclear because there was mention of having to repeat the process at a later date (WHAT? WHY?). It's been a huge hassle and has turned me off from using Reallusion. So I was naturally glad to hear your response that Reallusion is moving off MDL. Just a shame they didn't grant the licenses for already purchased content and just abolish the MDL altogether since this still leaves me with the long, drawn out process of trying to get an MDL. Thank you for looking into this and getting us some answers!
I didn't know it was this hard to get MDL. We were told from the very beginning that this was just a formality. I still keep the e-mail I received from RL technical support 1 year ago. Can you explain why it takes so long to get MDL? Because every time I enter the forum, I encounter another issue that I will be uncomfortable with, and for some reason it always concerns game developers.
I still do not understand whether an application for a MDL is required. Do those with old content have to apply?
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By animagic - 4 Years Ago
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I'm still confused...:unsure:
Is the current Content Licenses sufficient if you want to export for the purpose of rendering in another 3D application or for making changes in the content in for example Blender or Z-Brush?
I'm talking about what a filmmaker would do, not a game developer.
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By yepkoo - 4 Years Ago
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No, this license is only valid for game and application uses. However, I did not understand why the old export licenses were not given extended licenses and why it was difficult to obtain a Mass distribution license.
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By bgames - 4 Years Ago
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I coincidentally just got mine today. The process was 2 weeks from start to finish. There is still some confusion since it requires an additional step down the line and whether this constitutes a “renewal” or if it is part of the same MDL agreement. The rest of the process was easy and straightforward, and consisted mostly of waiting around.
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By Goatcheese - 4 Years Ago
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I'm really holding thumbs for the export license being converted to an extended license. Unfortunately, I live in a third world country, I cannot afford to repay for licenses I have already purchased, heck, I cannot even afford CC4 and iClone 8 (The salaries vs. expenses are just too whack for someone like me to afford those, I had to take a actual loan to buy CC3 and iClone 7.) So I'm really, REALLY hoping that this won't affect people that already have licenses for some of the hair elements etc. :(
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By animagic - 4 Years Ago
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I like RL and have been with them a long time, but they really have a horrible way of communicating clearly. I probably won't be affected because I don't develop games, but I have to chime in here.
The move from two kinds of licenses to one Content license (with export capabilities) made licensing more clear, but it also resulted in a price increase. However, the Content license gave game developers the possibility to use the content in games with the only provision to request the free Mass Distribution License. So this new Extended license which triples the price of some content seems exorbitant. It is also doesn't distinguish between small game developers with little revenue (which are probably the main customers) and large ones. A stratification of some sort should at least give some relief.
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By yepkoo - 4 Years Ago
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Animagic I totally agree with you. Even the current prices are quite high and they are talking about 3x for extended licenses. I am sure I will never shop at the market again. But the interesting thing is that unless you have products with extended licenses, if you're producing games, they require you to get a Mass distribution license. (I guess this only applies to purchases before the new license is released) Well, why are they making it difficult for a license that they have already said for formality purposes? I.e. they will make it harder to issue the volume distribution license to force it into the Extended license? Why is RL constantly making things difficult for old customers? It turns into something rather complicated and interesting for individual users, as big game companies can already produce their own products.
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By Goatcheese - 4 Years Ago
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@yepkoo If that is the case, and they do want people with export licenses to contact them for the MDL, but not the extended license, I might have to start looking at other solutions for my game dev stuff, even though CC has become such a huge part of my workflow. I LOVE Reallusion products. I know it's for the convenience, but still. This will make normal users not want to buy anything, because there might just be something even better a year from now. Maybe every year after that? Maybe the extended becomes a full blown ownership transfer someday? lol. Might be far fetched, but you get the just of it. I don't think people will feel confident in buying assets on the marketplace when they know things can be changed in a heartbeat. Unfortunately, it's not up to me, otherwise I would have definitely issued a free upgrade to an extended license. The old users are happy, the new users will be able to use their bought products without a hassle. I see that as a win-win situation. But we'll have to see how this unfolds. I'm holding thumbs, I hope Reallusion makes the right decision, regardless of how they handle this. :)
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By yepkoo - 4 Years Ago
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You're right. A full statement has not yet been made on this subject. I think it's better not to say for sure until you wait and see the result.
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By michaelrbarton - 4 Years Ago
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I am not a game developer or have anything to do with making assets for games. Like the Prime Membership for $99 a year, why not have a Prime Extended License. If you spend $25 for a Prime License, you can use it on any 4 of your items. If you spend $50, you can use it on any 10 of your items. And if you spend $100, you can use it on any 25 of your items. I don't know if that is expensive or not, but this seems to give people more flexibility on their purchased items already and using an extended license. I am just trying to throw ideas out there. If RL hears what ideas you may have, they may listen and revamp their ideas concerning extended licenses.
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By imagination304_023567 - 4 Years Ago
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Why not having 3 level of payments? 1. icontent - buy once and use in iclone and CC only 2. exported license - indie income less than certain amount of revenue 3. mass production - large coorperation / indie income over certain amount of revenue
Please take a look at the license model of Unreal. " A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game) and the lifetime gross revenue from that product exceeds $1 million USD; in this case, the first $1 million remains royalty-exempt."
Game developers change to use iclone and CC because they save time and money to create characters for their games.
3 times charges of standard prices are too much for most of us. Hoping Reallusion won't focus on money and neglect most of the indie. Indie use the product because the product is affordable. If NOT, why not use free alternative? Why indie continue to shop products that the price are extremely high?
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By Goatcheese - 4 Years Ago
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@imagination304_023567 Not to be rude but that's a horrible idea. Sure you can go that route if the stuff you are selling is free or inexpensive, but eh, RL products are quite a hefty price, not that it's a bad thing. You definitely get what you pay for, which is quality. But throwing additional price caps into the mix is just a recipe for a huge mess.
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By imagination304_023567 - 4 Years Ago
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Hello Goatcheese, It seems that you don't like the idea. When the exported and mass production price of cc models is very high, what would be your feasible suggestions for the poor indie game developers who is already using iclone and CC now ? (Notice: Most of the indies are not very rich) Thanks
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By Goatcheese - 4 Years Ago
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@imagination304_023567 Hi, I am well aware my friend. As I've mentioned, I'm also from a third world country and just barely cover my expenses every month. The idea for an extended license could work, but the issue won't be resolved by just adding more license options, unfortunately. Revenue caps would be implementing even more unwanted elements in my opinion. I like the idea that was implemented in the past, a standard and export license. I feel that having a standard license and extended license is fine, HOWEVER, the pricing model would have to be looked at. Why not take existing prices, and just divide it by, let's say 1.5, and there you have your standard license and then base the extended license off of a set price. So let's say I have a hair piece that I want to sell, put up the extended license for 2000 DA points which is $20, divide the $20 by 1.5 and you get $13. Standard license goes for $13, whilst the extended license goes for $20. Instead of multiplying the standard license by 3, divide the extended license by 1.5. This would work better. My logic goes that if you were to set a price of $20 for a standard license and have to multiply it by 3 to get the extended license, people would opt out of buying from the store. They won't pay the $60 for one hair piece. It won't be sustainable. When I upload assets to my market, I work on the method of cheaper product = more customers, instead of the approach of higher cost = less customers but quicker revenue. You have more people willing to pay a cheaper price, thus upping your revenue in the long run compared to waiting on one person willing to dish out $60 for ONE item. This approach actually makes for a sustainable market. :) Again, just my two cents.
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By imagination304_023567 - 4 Years Ago
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[b] I like the idea that was implemented in the past, a standard and export license. I feel that having a standard license and extended license is fine, HOWEVER, the pricing model would have to be looked at. Why not take existing prices, and just divide it by, let's say 1.5, and there you have your standard license and then base the extended license off of a set price. So let's say I have a hair piece that I want to sell, put up the extended license for 2000 DA points which is $20, divide the $20 by 1.5 and you get $13. Standard license goes for $13, whilst the extended license goes for $20. Instead of multiplying the standard license by 3, divide the extended license by 1.5. This would work better. My logic goes that if you were to set a price of $20 for a standard license and have to multiply it by 3 to get the extended license, people would opt out of buying from the store. They won't pay the $60 for one hair piece. It won't be sustainable. When I upload assets to my market, I work on the method of cheaper product = more customers, instead of the approach of higher cost = less customers but quicker revenue. You have more people willing to pay a cheaper price, thus upping your revenue in the long run compared to waiting on one person willing to dish out $60 for ONE item. This approach actually makes for a sustainable market. :) I agree with your idea. :)
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By Goatcheese - 4 Years Ago
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I personally feel that making things more accessible will lead to more customers, more customers will lead to a higher retention rate. Higher retention rates come with loyalty, loyalty is priceless. Accessibility has been quite a big thing in recent times, considering how the 3D space has unfolded. Given, companies have to make profits, NO getting around that, however, more accessible prices will drag in more customers willing to pay the money. I would rather sell a $5 product to 100 people, than sell a $60 product to 2 people. The 100 people will come back and be willing to spend even more. But I don't know what the revenue/sales look like for RL, so I cannot really say for certain that this model would work for them.
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By Peter (RL) - 4 Years Ago
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bgames (7/7/2022) Thanks for the info! Do you have any information as to what will happen to content that was purchased (for Export) prior to the Extended License launch date. Will users 1) be granted the extended license automatically or 2) have to purchase an extended license for content they already purchased?
Hi again,
A little further clarification on this question. If you have purchased the Standard License (i.e. Export License) for content on or before July 17th, 2022, you can enjoy a Free Upgrade of your purchased items to the Extended License. For newly purchased items after July 18th, 2022 you will need to purchase an Extended License for mass distribution (applicable content only).
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By yepkoo - 4 Years Ago
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Peter, this is the best news I've ever heard. Thank you so much.
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By animagic - 4 Years Ago
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imagination304_023567 (7/10/2022)
Why not having 3 level of payments? 1. icontent - buy once and use in iclone and CC only 2. exported license - indie income less than certain amount of revenue 3. mass production - large coorperation / indie income over certain amount of revenue We had the distinction between iContent and Export in the past. The problem with that was that filmmakers who wanted to render in external applications needed an export license even though they might otherwise work in iClone and CC. So it's not just game developers who require export options.
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By facr73 - 4 Years Ago
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This applies to any use we do in Unreal or only if it's after a game is completed or in the development stage?
What I mean is: if we buy the export license it's suitable to use in blender and Unreal or we have to buy the extended license for that?
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By yepkoo - 4 Years Ago
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According to @Peter's statement, existing export licenses will be upgraded to extended licenses for free. After July 17, if we want to use the products for game or application purposes, we have to choose the extended license. Also, not all products are included in the extended license.
Peter (RL) (7/7/2022) Please Note: The only content that requires an Extended License are the CC Components ccSlider, ccHair, ccCloth, ccShoes, and ccGloves. Props, motions and accessories do not need an Extended License.
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By 4u2ges - 4 Years Ago
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And as compensation for free license upgrade profit sharing on marketplace went up (in RL favor) from 70/30 to some odd numbers... 59.5/40.5 :w00t:
Still those licensing rules are all vague. I offer a project type assets for sale most of the time. If I sell a character with a mix of clothing and accessories. Why should customer pay x3 for the whole thing if they would decide to use one piece of clothing in a game from the purchase?
Update: suppose it was a transition glitch yesterday. Had one transaction with 59.5/40.5. After that it went back to normal :cool:
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By Peter (RL) - 4 Years Ago
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imagination304_023567 (7/10/2022)
Why not having 3 level of payments? 1. icontent - buy once and use in iclone and CC only 2. exported license - indie income less than certain amount of revenue 3. mass production - large coorperation / indie income over certain amount of revenue
Please take a look at the license model of Unreal. " A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game) and the lifetime gross revenue from that product exceeds $1 million USD; in this case, the first $1 million remains royalty-exempt."
Game developers change to use iclone and CC because they save time and money to create characters for their games.
3 times charges of standard prices are too much for most of us. Hoping Reallusion won't focus on money and neglect most of the indie. Indie use the product because the product is affordable. If NOT, why not use free alternative? Why indie continue to shop products that the price are extremely high?
Thanks for the feedback.
The Standard Content License covers all image and video outputs and all exportable 3D Assets (except CC Components) can be used in games, apps and AR/VR projects. These data types include Motion, Accessory, Props, Scene and Material.
CC Components refers to Character Creator’s component contents, including but not limited to ccAvatar, ccProject, ccSlider, ccHair, ccCloth, ccShoes and ccGloves, which are all used in the Character Creator to create, compose, assemble, modify or customize unlimited characters. If you use a character made with CC Component in games, apps or AR/VR project, you will be required to purchase an Extended License for the used CC Components for mass distribution.
However, if you are a contractor, you can use all the characters created by CC Components in your projects and assign the use of right to your clients with only a one time payment. Plus, studio or production houses can store and share their purchased content in one workgroup account. Most other content marketplaces require you to purchase content by seat. Reallusion also provides our essential add-on packs: Ultimate Morphs, Headshot Morphs 1000, Elite Characters and Essential Morphs with a free upgrade to an Extended License.
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By Peter (RL) - 4 Years Ago
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animagic (7/9/2022) I like RL and have been with them a long time, but they really have a horrible way of communicating clearly. I probably won't be affected because I don't develop games, but I have to chime in here.
The move from two kinds of licenses to one Content license (with export capabilities) made licensing more clear, but it also resulted in a price increase. However, the Content license gave game developers the possibility to use the content in games with the only provision to request the free Mass Distribution License. So this new Extended license which triples the price of some content seems exorbitant. It is also doesn't distinguish between small game developers with little revenue (which are probably the main customers) and large ones. A stratification of some sort should at least give some relief.
We do understand it may seem confusing and complicated at first but the long term goal is to streamline the process for the growing number of users looking to use RL content in games, applications, VR etc. This will also take away the need to apply for a Mass Distribution License which can hold up production.
The Standard Content License covers all image and video outputs, and all exportable 3D Assets (except CC Components) can be used in games, apps and AR/VR projects. These data types include Motion, Accessory, Props, Scene and Material.
CC Components refers to Character Creator’s component contents, including but not limited to ccAvatar, ccProject, ccSlider, ccHair, ccCloth, ccShoes and ccGloves, which are all used in the Character Creator to create, compose, assemble, modify or customize unlimited characters. If you use a character made with CC Component in games, apps or AR/VR project, you will be required to purchase an Extended License for the used CC Components for mass distribution.
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By Goatcheese - 4 Years Ago
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Is there a set date for when the Extended License will come into play? :)
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By animagic - 4 Years Ago
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I don't really care about getting Extended licenses as I'm not in creating games. It is good to have clarity for game developers, although I feel they have to pay a hefty price.
However, I do use export for rendering in external applications, such as Omniverse, and perhaps modifying content. Is that and will that still be possible with the Content license? I think it should be, otherwise I wasted money upgrading to Export licenses (before they were called Content licenses.)
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By Peter (RL) - 4 Years Ago
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Goatcheese (7/22/2022) Is there a set date for when the Extended License will come into play? :)
The provisional date is the 27th July.
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By Peter (RL) - 4 Years Ago
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animagic (7/22/2022)
However, I do use export for rendering in external applications, such as Omniverse, and perhaps modifying content. Is that and will that still be possible with the Content license? I think it should be, otherwise I wasted money upgrading to Export licenses (before they were called Content licenses.)
Any applicable Export Licenses purchased before the new Extended License comes into effect will be automatically updated to be Extended Licenses.
An Extended License is not required for export to 3rd party software like Blender, Omniverse, Maya 3DS Max, ZBrush, Cinema 4D etc.
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By imagination304_023567 - 4 Years Ago
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CC Components refers to Character Creator’s component contents, including but not limited to ccAvatar, ccProject, ccSlider, ccHair, ccCloth, ccShoes and ccGloves, which are all used in the Character Creator to create, compose, assemble, modify or customize unlimited characters. If you use a character made with CC Component in games, apps or AR/VR project, you will be required to purchase an Extended License for the used CC Components for mass distribution.
So, in simplicity, Any exported characters created by Character Creator 3/4 must include CC Components: ccAvatar, ccProject, ccSlider, ccHair, ccCloth, ccShoes and ccGloves. In other words, if we use the exported characters in game development,apps or AR/VR project, we MUST buy extended license.
Any cloths created for CC3/4 also include CC Components: ccAvatar, ccProject, ccSlider, ccHair, ccCloth, ccShoes and ccGloves, In other words, if we use the exported clothes in game development,apps or AR/VR project, we MUST buy extended license too.
Am I correct, Peter?
Besides, will all these different license prices (standard license, extended license, etc) be listed in the product page directly, instead of a "upgrade" button in the order history?
Thanks in advance
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By animagic - 4 Years Ago
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Peter (RL) (7/22/2022)
animagic (7/22/2022) However, I do use export for rendering in external applications, such as Omniverse, and perhaps modifying content. Is that and will that still be possible with the Content license? I think it should be, otherwise I wasted money upgrading to Export licenses (before they were called Content licenses.)Any applicable Export Licenses purchased before the new Extended License comes into effect will be automatically updated to be Extended Licenses. An Extended License is not required for export to 3rd party software like Blender, Omniverse, Maya 3DS Max, ZBrush, Cinema 4D etc. Thanks, Peter, that answers my question.
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By Peter (RL) - 4 Years Ago
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imagination304_023567 (7/23/2022)
So, in simplicity, Any exported characters created by Character Creator 3/4 must include CC Components: ccAvatar, ccProject, ccSlider, ccHair, ccCloth, ccShoes and ccGloves. In other words, if we use the exported characters in game development,apps or AR/VR project, we MUST buy extended license.
Any cloths created for CC3/4 also include CC Components: ccAvatar, ccProject, ccSlider, ccHair, ccCloth, ccShoes and ccGloves, In other words, if we use the exported clothes in game development,apps or AR/VR project, we MUST buy extended license too.
Am I correct, Peter?
Besides, will all these different license prices (standard license, extended license, etc) be listed in the product page directly, instead of a "upgrade" button in the order history?
Thanks in advance
Yes for any CC Components purchased after the Extended License is introduced (provisionally 27th July), you will need to purchase an Extended License for the content if you wish to use them in mass distributed games and applications.
For any exportable content you already have, these will automatically be updated to an Extended License.
After the Extended License is introduced you will see the option to purchase an Extended License version on any applicable product pages in the Content Store or Marketplace.
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By imagination304_023567 - 4 Years Ago
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Thank you, Peter.
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By babyfoothero - 4 Years Ago
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I've understand the whole picture... but
IMHO the "export prices" are now too high : from *1.5 to *3 . That's a huge change. Very rude paywall. The entry price ticket is ultra selective. I was hesitating buying the "dark hero pack" this summer,... but at 1100, even with Elite Coupon reduction it's a definitive can't. What is the deal that explain the price * 3 ? Easy MLD ? Wasn't it supposed to be more like a "formality, free process", (inventory - promotion - basic censor check & so).
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By Supermikey - 4 Years Ago
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As clear as mud........ So when i purchased CC3 over a year ago, primarily to make characters for games, where do i stand. I'v emailed you guys several times asking what i can and can't do with the software i paid $300 for. And still no reply....
Good job there..
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By serhan_83 - 4 Years Ago
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In general, everyone has asked questions about game development. So what is the situation for the film process? OK, for example, I can use some of my characters in my movie because I bought them before 27 July. so what license should i get to use it in my movie from now on? I'm afraid to buy anything now.
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By yepkoo - 4 Years Ago
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Extended license only applies to Gaming, AR and apps. Everything else is covered by the standard license, whether individual or commercial.
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By serhan_83 - 4 Years Ago
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Thank you very much for this clear answer.
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By Peter (RL) - 4 Years Ago
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Supermikey (7/28/2022) As clear as mud........ So when i purchased CC3 over a year ago, primarily to make characters for games, where do i stand. I'v emailed you guys several times asking what i can and can't do with the software i paid $300 for. And still no reply....
Good job there..
The following should answer your questions.
From the 27th July 2022 onwards you will need to purchase applicable content with an Extended License if you plan to use the content in games, applications or VR etc.
The content that requires an Extended License is shown in the screenshot below.
Any exportable content you already purchased prior to the 27th July 2022 will automatically be upgraded to the Extended License version.
There is now no longer a need to apply for a Mass Distribution License.

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By VARTS - 4 Years Ago
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A bit long post; but I wanted to explain my point of view without leaving anything behind, as I believe this is a huge feedback from a VERY happy customer that will stop using RL products in future projects anymore; unless latest changes to the licensing prices are fixed.
This is not an angry threat post or a rant, I just want to give my honest opinion on the subject, as I believe it might help RL to hear from an actual indie developer going through a lot of sh******t trying to develop a game, and this constant business model changes from RL add more sh******t to the already giant pile :)
I'm a solo indie game developer, and I'm using RL tools sice 2020, and working on my game Tentoria since 2016 (even though bulk of it started at 2018, then re-started at 2020, and currently going through one more re-start, most of them due to Unity and their render pipeline changes, built-in to urp to hdrp etc...).
I'm working on Unity as my engine, and even though integration between it is a foster child compared to Unreal, it is do-able, and currently I'm quite happy with it, especially after the tremendous efforts of Victor Soupday. Main character, NPC's, animations, lip sync... RL got me covered in everything related to characters, and I'm pretty much certain that it is the best workflow for an indie guy like me, I'm saying this as someone that tried a lot of things over the past couple of years...
My game is an action game called Tentoria, and main character of the game, Lyss, is a vampire/demon that can change her forms during combat. You can think indie version of Devil May Cry, Bayonetta, Metal Gear Rising: Revengeance etc... Here are some of her forms as a reference:

As anyone with a keen eye that uses RL tools for some time can notice, NONE of the assets that make Lyss is made by me, all of them are marketplace or content store stuff. Why? Because I am a solo DEVELOPER, not an artist. Even though I'm OK at it, I don't like to do it, I'm a programmer, not Bob Ross. Even though I know stuff like Blender, ZBrush, Substance, Marvelous etc., there is no way for me to achieve this level of quality by myself unless I put many more months of work, and let's not get into the how expensive the licenses of some of those tools are (I'm looking at you, maya). I will gladly kitbash art assets all day with all those money instead of buying ZBrush lol, whatever.
My game took years from my life to make, and will take even more years of it to be completed, because I am aiming a bit higher compared to typical indie dude. I don't want to make yet another pixel art platformer with a dramatic story, I want to make a game with adult audience in mind, with semi-realistic graphichs, lightning fast action, cool effects, gore, violence, nudity etc...
Now, let's get to the real topic. With all this info in mind, you can say that I'm quite fine with spending money on art assets. I own hundreds of assets in content store/marketplace, and spent ten thousands of dollars, with zero regret as I'm literally using A LOT of them in my game.
After this new license changes, will I spend any further money? NO WAY. Not unless this pricing madness is fixed. Let's look at a hands-on example:

 I love the stuff Polygonal Miniatures makes, and their clothes are the go-to choice for NPC's in my game. I own literally every asset they made so far, until this license change. Why? I am completely OK with throwing 20 bucks on a casual tshirt, it will take me 3-4 hours to make something similar on other tools. My 3-4 hours worth more than 20 bucks to me. But just to be able to use that in my game with no additional benefit, asking 60 bucks for the same thing is a rip-off. I can work with a freelancer to make better stuff cheaper if I contract with them in bulk, like 5-10 piece of clothing. I can already find similar quality content on even at unity asset store for way more cheaper, and it will take me about 15 minutes to integrate it with my rig, 1 hour at most if asset creator was a bit newbie.
Previous 1x for iContent, 1.5x for Export was acceptable (even though I had bones to pick with it as well), but paying x3 for the same thing is ridiculous.
Do you know what is cheaper? Just ditching what I have done so far in my game, and starting from scratch without using anything from RL anymore.
Those are my two cents on the new licensing changes. I WAS a VERY happy customer over years, up until this point. This latest change proved to me that RL tries to milk their customers, and it is best to just suck it up and move forward. Unless there is an urgent fix to the pricing changes, there will be more people like me that decides to ditch your products.
I live in Turkey. Here is how much USD a minimum wage person earns in my country:

Do you seriously expect to keep up the marketplace by selling casual t-shirt models for 60 USD? I am not saying I won't give money to a quality work. There are even some clothing that will worth 200$+ in my opinion on the store due to the high quality and amount of work put into it. But generic t-shirt model for 60 USD? No thanks. It is rip-off, it is scam, it is cheating, it is disgusting.
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By animagic - 4 Years Ago
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@VARTS: When this change was introduced I pointed out, in vain, that this change is very disadvantageous for small game developers. I suggested, also in vain, that there should be some tiered system depending on how much money is actually made from the game.
Whereas before an Export (now Standard) license was sufficient, followed by a request for an up to now FREE Mass Distribution License, the new policy suddenly makes characters three times as expensive. Note that this price increase is on top of the price increase from going to iContent to Export (now Standard).
I'm not a game developer myself, but I think it would be sad if independent game developers would have to abandon RL products because of price considerations.
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By AutoDidact - 4 Years Ago
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In defense of Reallusion their pricing for content is likely the only way for them to maintain enough revenue to avoid going subscription( for their main apps) like every one else. I know the Daz studio is "Free" but they have a “loss leader” business model for their application and recoup the development cost with a high volume ,low cost, good quality content sales for the Genesis figures. Even they have a different price structure for content to be used in game dev. From what I can see, the epic and unity markets have much less expensive content also. Not sure how the quality of those markets, compares to the RL stuff, but indie gamers are still producing decent games without using Reallusion or Daz so it is up the each individual ”indie game dev” to decide if staying in the Reallusion eco system is the best way forward when there are other options.
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By VARTS - 4 Years Ago
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Yeah I agree @AutoDidact , that is why I mentioned it was not a rant or an angry threat reply. I just wanted to explain how I will proceed if situation stays the same, and why I will do it, as a feedback. Since I am a solo indie developer using those tools for years and invested heavily in them, I am one of the most suited people to give feedback, as I'm on ground zero :)
As I said, I am completely fine with paying money for quality content, I want to support the work of successful content creators as my game stands on their shoulders, but what I'm not fine is paying 60$ for a generic t-shirt just to be able to use it in my games. I will gravitate towards cheaper alternatives in the end.
I mean come on, making everything cost x3 more to use in marketplace in such a short amount of time, who knows what will happen in future, maybe they will want seated licenses per clothing next month for each game I use them in :) The main problem here is not expensive prices, it is losing trust in the company due to bad business practices. There is no product in the world that gets %300 price increase in a day, even bitcoin does not provide such returns. What changed in the product for me to pay x3? Was it 512x512 textures before and now 8k? Sure, I will be OK with it, it gave me something in return. But this, I get nothing, so I will give nothing anymore.
What I'm not fine is as @animagic mentioned, huge increase in prices, doing them in such short amount of time, in such a way that is not benefitting me in any way. Even if they made it something like a win-win situation, I might be fine. For example, here, we are allowing you to export blendshapes to your game so that you can make your own character creator now that you have extended license, I would have been totally fine as a game developer with the huge price increase, it would have given me huge freedom, I would have been more invested in the tools. But what I got now is just being ripped off. RL first made elite membership, then reduced the discount there and introduced prime subscription, and then merged licenses and caused a price increase by not allowing iContent anymore, and now added additional export license with x3 pricing. I already paid for upgrading my licenses from cc3/iclone7 to cc4/iclone8 as well. This product just became more and more money sink, without providing additional benefits to me. I literally don't see any beneficial upgrades at cc4 as a game developer other than some quality of life changes. @AutoDidact I would prefer a subscription model that gives me more content instead of paying hefty premium and getting very little in return.
I already know that RL runs the marketplace and content creators can put their own prices on the products, and probably most of them did not updated their prices to realistic numbers yet, and I believe a lot of the prices will change due to low sale numbers in near future. I just wanted to add my two cents to the discussion, as I believe I am one of the target audience. I repeat again, this is not a rant, this is a feedback, I was a quite happy customer that became dissatisfied in a very short amount of time, and wanted to state my opinion regarding why.
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By F O R W A R D - 4 Years Ago
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Sorry for double post, erase this if possible.
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By F O R W A R D - 4 Years Ago
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animagic (8/1/2022) @VARTS: When this change was introduced I pointed out, in vain, that this change is very disadvantageous for small game developers. I suggested, also in vain, that there should be some tiered system depending on how much money is actually made from the game.
Whereas before an Export (now Standard) license was sufficient, followed by a request for an up to now FREE Mass Distribution License, the new policy suddenly makes characters three times as expensive. Note that this price increase is on top of the price increase from going to iContent to Export (now Standard).
I'm not a game developer myself, but I think it would be sad if independent game developers would have to abandon RL products because of price considerations.
I think you got it wrong, the previous Export License is now the Extended License and those who already had Export items are automatically upgraded to Extended for free.
@VARTS Do you understand this as well? Everything you owned as Export before is now Extended automatically.
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By VARTS - 4 Years Ago
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Of course I retain what I have purchased so far, I am not an illiterate person that can't understand what is written @F O R W A R D :)
What about my future plans? I had purchased literally hundreds of assets, I have made a huge investment. I have chosen Reallusion instead of their competitors and sticked with them for years. And in such a short amount of time, RL screws me over by giving me nothing and asking x3 price for future purchases. THAT is the problem here.
I am not salty because of petty reasons like oh it is not cheap anymore. I live in a poor country, and I'm accustomed to not being able to reach stuff that the rest of the world can easily reach. RL was empowering me through affordable prices, not anymore. As someone living in Turkey, where 1 USD is about 18 TL right now, which means something that costs 60 unit of currency for someone costs 1080 unit of currency for me. I have a very limited budget, and I'm doing my best as a human being living in third world country to survive. Asking 20$ or 60$ is a huge difference for small indie developers like me. We are literally talking about 40 * 18 = 720 unit of currency increase here in just a month. If they had made proper announcements, I might have established some funding to purchase rest of the stuff I would have liked. How can I find money in such short notice. Some huge change like this should have been noticed about 3 months earlier, and also there should have been discounts just before the big bump so that we could have purchased whatever we wanted before such a huge spike. THAT would have been honest and good business. This is bad business practices. It does not cover their customer needs, it covers their own purses. I hate when companies sugar-coat their price raises about how empowering it is for us. I completely free of charge upgraded my export licenses to extended licenses now, YAAAY! What I have gained? MDL, which I could have just received by mailing RL marketing team after launching my game. FOR FREE. Now, I'm paying x3 for EVERYTHING for something that I was receiving free of charge. Where is the benefit here for me? Nothing. As a customer, I am just getting milked without being provided any benefit. And this is how you lose customers that trust you, when you stop providing and keep asking for more, they will leave. I was praising RL every day for empowering me as a solo developer. Now I just sucked it up, changed my future plans, and about to move on, just waiting to see if developers will arrange the prices to sensible numbers or not, or someone from RL post some responses here that might give hope to small devs like me.
My main problem is, I had a business plan, I had a budget, I had allocated some resources, and wanted to allocate further resources in future as well. I have 140 items in my wishlist, and got everything covered till the end of the year, now, in a mere month, I will not be able to purchase all of what I had planned, they have lost business of selling 140 items to me with this change. This changes my game development process completely. It literally ruined it. Now I will never be able to finish the final polish I had wanted, because I will never be able to find that much money. It is not realistic in my circumstances. Since it is obvious that I will not be able to continue what I had planned, it means RL screwed my whole trust. I had put my faith in this company instead of their comptetitors, and they ruined my plans, and hopes that I had about my game. Do you see the problem now? It is not how expensive it is, or whatever. It is, I had a plan, now, I don't have a plan anymore. They made me regret my choice of trusting in them.
Oh it is not a big deal, I will just cut content from my game, will not polish it as how I wanted it. I will just suck it up and get over with it, finish the game, maybe find some funds through crowdfunding, or going early access etc. But what happened is, I was praising RL for making my life easier. Now, I am saying that I will not trust to them anymore in future, and will move towards other means of character creation alternatives in my next projects.
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By animagic - 4 Years Ago
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F O R W A R D (8/4/2022)
I think you got it wrong, the previous Export License is now the Extended License and those who already had Export items are automatically upgraded to Extended for free.
@VARTS Do you understand this as well? Everything you owned as Export before is now Extended automatically. I didn't get anything wrong. What I implied was that CC purchases for use in games AFTER the deadline become prohibitive expensive.
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By facr73 - 4 Years Ago
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Yeah that 3x the price and without taxes is ridiculous.
Just an example: 20$ (pants), 20$ (hair), 20$ (shoes), 20$ (shirt), 20$ (jacket) 100% x3 = 300$ x 23% (taxes for me) 360$ (!!!!!!!)
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By imagination304_023567 - 4 Years Ago
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Yeah that 3x the price and without taxes is ridiculous. Will this be just a beginning? When you get used to this 3x the price, licence policy will be suddenly changed to another 3x price.(or even higher price?) Just curious.
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By babyfoothero - 4 Years Ago
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I agree.
In practice, you mostly "need" the "export" version because why buy a tool called "character creator", if you can't use the characters you created . With the standard licence, the restrictions transform it into "iclone character customizer", which is not the same thing.. the real price is the extend one.
Some good packs are now in the 800-1200$ range .., and you "need" a few of them.. (because, yes i want my characters to have hairs, and clothes) For a real comparison, it's like you go from a "low tier smartphone" budget to a "high end" smartphone budget. It's a signifiant change for an average person. Maybe AAA giants dont care, but for any others, it's a paywall.
I am lucky i already own packs, and they were converted, but if i project myself as someone discovering RL universe, i doubt i would have engaged. I regulary bought packs, but in the futur i'll restrict myself to the -75% promos.
For the last concern. If in 2-3 years the metavers become ""the thing"; will RL add constraints "CC in metavers -> price+++ ". I hope not.
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By F O R W A R D - 4 Years Ago
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I didn't get anything wrong. What I implied was that CC purchases for use in games AFTER the deadline become prohibitive expensive.
You literally wrote that the Export License was, in your words, "an Export (now Standard) license", that's what I implied that you got wrong.
And I think no one is considering the global inflation due to the war. Everything has gone up price wise, from food to whatever else so as someone mentioned before, Reallusion is doing this so they don't have to become a subscription service.
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By VARTS - 4 Years Ago
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F O R W A R D (8/5/2022)
Reallusion is doing this so they don't have to become a subscription service.
Reallusion's business model is already a subscription, a lot of different subscription models. Here, let me break down just two of them for you:
There is already a subscription model in place called prime if you are not aware. It does not need any explanation as it even writes subscribe or subscription:

You might argue that it is optional; but come on, everyone here knows that it is pretty much mandatory if you are developing games using content store... They also have elite discounts, which you have to spend some amount of money on store to be eligible, which is another subscription model hidden in plain sight, pay upfront to have discounts next year. I call that subscription as well, if I have to renew something every year, it is a subscription.
Also, you have to upgrade your license every year if you want to keep using new content on the store. There is usually very major and not backwards compatible changes every year, so that if you want to purchase something from store, you have to stick with latest version. Which is another form of subscription hidden in plain sight. There is no use for my perpetual license of cc2 if every model on the marketplace is for cc3+ avatars :)

Whatever, this is kinda my last post on this topic until we receive something official. I don't want to be the salty boy here by sticking around too much and explaining people that does not suffer what indie game developers had to go through just to live. I would have loved to stick with RL; but their update focused on giving the better deal for developers will make me quit them unless it is worked on somehow pretty soon. We indie game developers are like cockroaches, we will somehow survive in every condition :)
By the way @F O R W A R D, please, do not teach me what inflation is, this is what I'm going through for years, and still trying to create a good looking game :) There are millions of people in my country that will never ever see the money that I used to purchase content from RL in their whole lives combined, heck, even for generations now that everything went even way worse in last two years.

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By F O R W A R D - 4 Years Ago
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VARTS (8/1/2022)
A bit long post; but I wanted to explain my point of view without leaving anything behind, as I believe this is a huge feedback from a VERY happy customer that will stop using RL products in future projects anymore; unless latest changes to the licensing prices are fixed. This is not an angry threat post or a rant, I just want to give my honest opinion on the subject, as I believe it might help RL to hear from an actual indie developer going through a lot of sh******t trying to develop a game, and this constant business model changes from RL add more sh******t to the already giant pile :)I'm a solo indie game developer, and I'm using RL tools sice 2020, and working on my game Tentoria since 2016 (even though bulk of it started at 2018, then re-started at 2020, and currently going through one more re-start, most of them due to Unity and their render pipeline changes, built-in to urp to hdrp etc...).I'm working on Unity as my engine, and even though integration between it is a foster child compared to Unreal, it is do-able, and currently I'm quite happy with it, especially after the tremendous efforts of Victor Soupday. Main character, NPC's, animations, lip sync... RL got me covered in everything related to characters, and I'm pretty much certain that it is the best workflow for an indie guy like me, I'm saying this as someone that tried a lot of things over the past couple of years...My game is an action game called Tentoria, and main character of the game, Lyss, is a vampire/demon that can change her forms during combat. You can think indie version of Devil May Cry, Bayonetta, Metal Gear Rising: Revengeance etc... Here are some of her forms as a reference: As anyone with a keen eye that uses RL tools for some time can notice, NONE of the assets that make Lyss is made by me, all of them are marketplace or content store stuff. Why? Because I am a solo DEVELOPER, not an artist. Even though I'm OK at it, I don't like to do it, I'm a programmer, not Bob Ross. Even though I know stuff like Blender, ZBrush, Substance, Marvelous etc., there is no way for me to achieve this level of quality by myself unless I put many more months of work, and let's not get into the how expensive the licenses of some of those tools are (I'm looking at you, maya). I will gladly kitbash art assets all day with all those money instead of buying ZBrush lol, whatever.My game took years from my life to make, and will take even more years of it to be completed, because I am aiming a bit higher compared to typical indie dude. I don't want to make yet another pixel art platformer with a dramatic story, I want to make a game with adult audience in mind, with semi-realistic graphichs, lightning fast action, cool effects, gore, violence, nudity etc...Now, let's get to the real topic. With all this info in mind, you can say that I'm quite fine with spending money on art assets. I own hundreds of assets in content store/marketplace, and spent ten thousands of dollars, with zero regret as I'm literally using A LOT of them in my game.After this new license changes, will I spend any further money? NO WAY. Not unless this pricing madness is fixed. Let's look at a hands-on example: I love the stuff Polygonal Miniatures makes, and their clothes are the go-to choice for NPC's in my game. I own literally every asset they made so far, until this license change. Why? I am completely OK with throwing 20 bucks on a casual tshirt, it will take me 3-4 hours to make something similar on other tools. My 3-4 hours worth more than 20 bucks to me. But just to be able to use that in my game with no additional benefit, asking 60 bucks for the same thing is a rip-off. I can work with a freelancer to make better stuff cheaper if I contract with them in bulk, like 5-10 piece of clothing. I can already find similar quality content on even at unity asset store for way more cheaper, and it will take me about 15 minutes to integrate it with my rig, 1 hour at most if asset creator was a bit newbie.Previous 1x for iContent, 1.5x for Export was acceptable (even though I had bones to pick with it as well), but paying x3 for the same thing is ridiculous.Do you know what is cheaper? Just ditching what I have done so far in my game, and starting from scratch without using anything from RL anymore.Those are my two cents on the new licensing changes. I WAS a VERY happy customer over years, up until this point. This latest change proved to me that RL tries to milk their customers, and it is best to just suck it up and move forward. Unless there is an urgent fix to the pricing changes, there will be more people like me that decides to ditch your products.I live in Turkey. Here is how much USD a minimum wage person earns in my country: Do you seriously expect to keep up the marketplace by selling casual t-shirt models for 60 USD? I am not saying I won't give money to a quality work. There are even some clothing that will worth 200$+ in my opinion on the store due to the high quality and amount of work put into it. But generic t-shirt model for 60 USD? No thanks. It is rip-off, it is scam, it is cheating, it is disgusting.
VARTS (8/5/2022)
F O R W A R D (8/5/2022)
Reallusion is doing this so they don't have to become a subscription service.
Reallusion's business model is already a subscription, a lot of different subscription models. Here, let me break down just two of them for you: There is already a subscription model in place called prime if you are not aware. It does not need any explanation as it even writes subscribe or subscription:  You might argue that it is optional; but come on, everyone here knows that it is pretty much mandatory if you are developing games using content store... They also have elite discounts, which you have to spend some amount of money on store to be eligible, which is another subscription model hidden in plain sight, pay upfront to have discounts next year. I call that subscription as well, if I have to renew something every year, it is a subscription. Also, you have to upgrade your license every year if you want to keep using new content on the store. There is usually very major and not backwards compatible changes every year, so that if you want to purchase something from store, you have to stick with latest version. Which is another form of subscription hidden in plain sight. There is no use for my perpetual license of cc2 if every model on the marketplace is for cc3+ avatars :)  Whatever, this is kinda my last post on this topic until we receive something official. I don't want to be the salty boy here by sticking around too much and explaining people that does not suffer what indie game developers had to go through just to live. I would have loved to stick with RL; but their update focused on giving the better deal for developers will make me quit them unless it is worked on somehow pretty soon. We indie game developers are like cockroaches, we will somehow survive in every condition :) By the way @F O R W A R D, please, do not teach me what inflation is, this is what I'm going through for years, and still trying to create a good looking game :) There are millions of people in my country that will never ever see the money that I used to purchase content from RL in their whole lives combined, heck, even for generations now that everything went even way worse in last two years. 
I admit that I don't know too much about those "Prime" services, somehow I got Premium Plus, maybe because I pre purchased CC4 and iClone 8, I'll have to dig into that but from the looks of it is completely optional, yes, and you can also wait for discount sales if your game "will take even more years of it to be completed"... I am also an indie game developer and I live in a third world country, the food prices here are skyrocketing so far so I understand what you mean and I understand your POV on how this can seem greatly unfair. On the other hand, I didn't even know that the "Mass Distribution License" even existed before, so even if we owned Export items, we still had to pay for that extra Mass Distro thing. Also, I don't want to be salty either but you claimed to have "spent ten thousands of dollars, with zero regret" from your first post, which honestly sounded ridiculous when I first read that. If you have spent tens of thousands of dollars you'd own most of the marketplace already so you wouldn't really be ranting because of this. I think that basically Reallusion has mixed the Mass Distribution License with the Export License creating the Extended License in order to make it easier and faster for indie devs to use their content at commercial projects, so the price of both licenses became standarized and mixed.
So if we take into account that the Extended License is basically a 2 in 1 then it makes more sense, specially if you wanted to develop a commercial game of course.
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By VARTS - 4 Years Ago
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Just to clarify the misinformation, MDL is something completely free. It is just a formality between you and RL. You just email their marketing team about your game and they will promote your game if it has some quality that will benefit RL as well, a very huge win-win situation, you get marketing, they get promotion of their tools. You can see one example with the game called Bright Memory. It is a huge success, great looking game made by one dude, later continued with small team. It is pretty much similar to my conditions, RL empowered the small guy with great tools and affordable prices in the past. Not anymore. If I was not using tools and were on the hunt for something new, I would have never considered RL as an option if I saw 60$ price for a generic casual t-shirt :) Why I'm writing those feedbacks are due to this. They might have miscalculated some stuff, maybe developers did not properly updated stuff on back-end etc. I want clarification. Is those prices going to be the future or not? If so, I will move on, as it is not affordable for me anymore, and hiring local freelancers will be more cheaper for my case.
F O R W A R D Also, I don't want to be salty either but you claimed to have "spent ten thousands of dollars, with zero regret" from your first post, which honestly sounded ridiculous when I first read that. If you have spent tens of thousands of dollars you'd own most of the marketplace already so you wouldn't really be ranting because of this.
Why do you think it is ridiculous? I have spent somewhere between 15-20k on RL tools and content, yes it is huge money for you and I; but meh, it is nothing when it comes to game budgets. And I own most of the good quality content RL offers on content store / marketplace. Going solo dev is a choice, not a mandatory thing for me. I had the money, I had the time, and I wanted to achieve something all by myself.
I would like to repeat this once more, I am a company owner that invested heavily in RL tools due to their great offerings; and was a very happy customer up until this latest change. Why do you think I wouldn't rant when someone asks me to pay x3 for exact same thing? And do this very huge change in such a short amount of time without decent notice? This new change affects the future of my business in a very negative way. I needed to spent 15-20k USD to get what I needed out of this tool for my game, and was going to spend about 5k more with the remainder of my wishlist. My game is being worked on since 2016 so scope is AA quality, don't mix it with typical indie games. A normal indie guy will not need this quality content anyways, I could earn more by selling jigsaw puzzle games on steam instead of bothering with what I'm trying to achieve if everything was about money :)
As written above, what will happen when metaverse stuff become a reality? Will RL just change licenses again in one month and ask for further money? The problem here is not the money itself, it is the sudden changes that completelty ruins the existing business plans. It is about trusting to a company. I considered RL as my partner up to this point, and they tried to upsell me stuff for x3 without giving me something in return. As I mentioned earlier, if I'm going to pay x3, there should be a major change in the product itself to warrant that x3 increase. What has changed? NOTHING. The only thing changed is someone in a suit looked at RL income charts and decided they need to milk their customers :) That is how I see it anyways. That is why I'm still sticking around and waiting for an official response to my concerns. Someone from RL please explain how this change helped us developers in any way, shape or form, pretty please.
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By animagic - 4 Years Ago
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F O R W A R D (8/5/2022)
I didn't get anything wrong. What I implied was that CC purchases for use in games AFTER the deadline become prohibitive expensive.
You literally wrote that the Export License was, in your words, "an Export (now Standard) license", that's what I implied that you got wrong. The previous Export license is now called a Standard license. Blame RL for continuously changing terminology.
Listen, it doesn't affect me at all, but I do feel for the small game developers.
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By F O R W A R D - 4 Years Ago
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animagic (8/5/2022)
F O R W A R D (8/5/2022)
I didn't get anything wrong. What I implied was that CC purchases for use in games AFTER the deadline become prohibitive expensive.
You literally wrote that the Export License was, in your words, "an Export (now Standard) license", that's what I implied that you got wrong. The previous Export license is now called a Standard license. Blame RL for continuously changing terminology. Listen, it doesn't affect me at all, but I do feel for the small game developers.
I've got to say that I'm confused now with the terminology. This post states that the Export became Extended.
Peter (RL) (7/29/2022)
Supermikey (7/28/2022) As clear as mud........ So when i purchased CC3 over a year ago, primarily to make characters for games, where do i stand. I'v emailed you guys several times asking what i can and can't do with the software i paid $300 for. And still no reply....
Good job there..The following should answer your questions. From the 27th July 2022 onwards you will need to purchase applicable content with an Extended License if you plan to use the content in games, applications or VR etc.The content that requires an Extended License is shown in the screenshot below.Any exportable content you already purchased prior to the 27th July 2022 will automatically be upgraded to the Extended License version.There is now no longer a need to apply for a Mass Distribution License.
VARTS (8/5/2022)
Just to clarify the misinformation, MDL is something completely free. It is just a formality between you and RL. You just email their marketing team about your game and they will promote your game if it has some quality that will benefit RL as well, a very huge win-win situation, you get marketing, they get promotion of their tools. You can see one example with the game called Bright Memory. It is a huge success, great looking game made by one dude, later continued with small team. It is pretty much similar to my conditions, RL empowered the small guy with great tools and affordable prices in the past. Not anymore. If I was not using tools and were on the hunt for something new, I would have never considered RL as an option if I saw 60$ price for a generic casual t-shirt :) Why I'm writing those feedbacks are due to this. They might have miscalculated some stuff, maybe developers did not properly updated stuff on back-end etc. I want clarification. Is those prices going to be the future or not? If so, I will move on, as it is not affordable for me anymore, and hiring local freelancers will be more cheaper for my case. F O R W A R D Also, I don't want to be salty either but you claimed to have "spent ten thousands of dollars, with zero regret" from your first post, which honestly sounded ridiculous when I first read that. If you have spent tens of thousands of dollars you'd own most of the marketplace already so you wouldn't really be ranting because of this.
Why do you think it is ridiculous? I have spent somewhere between 15-20k on RL tools and content, yes it is huge money for you and I; but meh, it is nothing when it comes to game budgets. And I own most of the good quality content RL offers on content store / marketplace. Going solo dev is a choice, not a mandatory thing for me. I had the money, I had the time, and I wanted to achieve something all by myself.I would like to repeat this once more, I am a company owner that invested heavily in RL tools due to their great offerings; and was a very happy customer up until this latest change. Why do you think I wouldn't rant when someone asks me to pay x3 for exact same thing? And do this very huge change in such a short amount of time without decent notice? This new change affects the future of my business in a very negative way. I needed to spent 15-20k USD to get what I needed out of this tool for my game, and was going to spend about 5k more with the remainder of my wishlist. My game is being worked on since 2016 so scope is AA quality, don't mix it with typical indie games. A normal indie guy will not need this quality content anyways, I could earn more by selling jigsaw puzzle games on steam instead of bothering with what I'm trying to achieve if everything was about money :)As written above, what will happen when metaverse stuff become a reality? Will RL just change licenses again in one month and ask for further money? The problem here is not the money itself, it is the sudden changes that completelty ruins the existing business plans. It is about trusting to a company. I considered RL as my partner up to this point, and they tried to upsell me stuff for x3 without giving me something in return. As I mentioned earlier, if I'm going to pay x3, there should be a major change in the product itself to warrant that x3 increase. What has changed? NOTHING. The only thing changed is someone in a suit looked at RL income charts and decided they need to milk their customers :) That is how I see it anyways. That is why I'm still sticking around and waiting for an official response to my concerns. Someone from RL please explain how this change helped us developers in any way, shape or form, pretty please. From what you tell me I can say that we are in a very similar situation and you have very strong points that I agree with specially if the MDL was free in the first place.
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By imagination304_023567 - 4 Years Ago
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Blame RL for continuously changing terminology. Do you mean that : iContent license (past) -> standard license (now) exported license (past) -> extended license (now) This change of wording is worth 3x price?
What is the meaning of "exported"? exported to others 3d softwares? or what? (I get confused)
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By F O R W A R D - 4 Years Ago
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animagic (8/5/2022)
F O R W A R D (8/5/2022)
I didn't get anything wrong. What I implied was that CC purchases for use in games AFTER the deadline become prohibitive expensive.
You literally wrote that the Export License was, in your words, "an Export (now Standard) license", that's what I implied that you got wrong. The previous Export license is now called a Standard license. Blame RL for continuously changing terminology.Listen, it doesn't affect me at all, but I do feel for the small game developers.
No, I'm positive Export = Extended. I know it's confusing but let's avoid misinformation.
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By animagic - 4 Years Ago
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I think the confusion is that all Export licenses were upgraded to Extended licenses for items bought before July 27. The definition for the Export license as such did not change, except that it is now called Standard.
Beginning July 27, Export was renamed Standard, and an Extended license needs to be purchased for use of CC items in games.
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By F O R W A R D - 4 Years Ago
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animagic (8/5/2022) I think the confusion is that all Export licenses were upgraded to Extended licenses for items bought before July 27. The definition for the Export license as such did not change, except that it is now called Standard.
Beginning July 27, Export was renamed Standard, and an Extended license needs to be purchased for use of CC items in games.
Yeah, basically for those who are wondering, if you had Export content before July 27th 2022, now all your content is automatically Extended after July 27th 2022.
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By animagic - 4 Years Ago
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F O R W A R D (8/5/2022)
animagic (8/5/2022) I think the confusion is that all Export licenses were upgraded to Extended licenses for items bought before July 27. The definition for the Export license as such did not change, except that it is now called Standard.
Beginning July 27, Export was renamed Standard, and an Extended license needs to be purchased for use of CC items in games.Yeah, basically for those who are wondering, if you had Export content before July 27th 2022, now all your content is automatically Extended after July 27th 2022. And to further add to the confusion (which threw me off initially), this is only the case for CC-related content. So, you'll still see Standard licenses listed for non-CC content.
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By VARTS - 4 Years Ago
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Let me help with that.
there were two types of licenses. "iContent" and "Export". iContent meant that you can use those assets for creating images/renders and video content. So, you can say that iContent is a good name, it is iClone content. You can use them and do whatever you want using iClone. Export meant that you can export that asset to other software, like Blender, zBrush etc. and do whatever you want with it other than selling it ofcourse.
There was a price difference of 1.5x. You can pay a small amount of difference to be able to export to other software. Also, to be able to do that, you needed another software called 3dXchange, which has it's own license. So, you had to purchase 3dxchange AND pay difference per asset just to be able to export to other software.
Latelty, RL ditched 3dXChange and adjusted price of iClone and CC accordingly with cc4 and ic8. They also removed iContent type of licenses. So, now film makers must purchase export license as well.
After this move, they re-introduced it back with newest licensing change, the extended one.
Basically, what happened is, film makers now have to pay 1.5x, and game developers have to pay 3x, instead of the old 1x and 1.5x pricing.
I hope you can understand why I am demanding an explanation from an official contact. I am fine with paying premium for quality content. But what exactly has changed for demanding x3 for same product? Am I missing some huge improvement? If this is just a normal price increase without any benefit for me, I will leave, as this is bad business practice that I consider a red flag. I will be fine if there is an additional benefit that can warrant x3 pricing, like being able to export blendshapes to our games etc. But from what I see, it is not the case here. Is there a new feature in cc4 that I missed that can warrant such a price change?
I am completely fine with paying 300$ for a very quality hair for example, it is one of the worst parts of game development IMHO. If it works as intended, it can warrant that price. But a hair with 100$ price is now 300$, did the quality increased as well? Can I now make the hair longer or shorter in my game at runtime? Did this price change empowered me in some way?
If not, it means RL is not my partner anymore, instead, a snake oil merchant trying to leech my money.
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By F O R W A R D - 4 Years Ago
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VARTS (8/5/2022) Let me help with that.
there were two types of licenses. "iContent" and "Export". iContent meant that you can use those assets for creating images/renders and video content. So, you can say that iContent is a good name, it is iClone content. You can use them and do whatever you want using iClone. Export meant that you can export that asset to other software, like Blender, zBrush etc. and do whatever you want with it other than selling it ofcourse.
There was a price difference of 1.5x. You can pay a small amount of difference to be able to export to other software. Also, to be able to do that, you needed another software called 3dXchange, which has it's own license. So, you had to purchase 3dxchange AND pay difference per asset just to be able to export to other software.
Latelty, RL ditched 3dXChange and adjusted price of iClone and CC accordingly with cc4 and ic8. They also removed iContent type of licenses. So, now film makers must purchase export license as well.
After this move, they re-introduced it back with newest licensing change, the extended one.
Basically, what happened is, film makers now have to pay 1.5x, and game developers have to pay 3x, instead of the old 1x and 1.5x pricing.
I hope you can understand why I am demanding an explanation from an official contact. I am fine with paying premium for quality content. But what exactly has changed for demanding x3 for same product? Am I missing some huge improvement? If this is just a normal price increase without any benefit for me, I will leave, as this is bad business practice that I consider a red flag. I will be fine if there is an additional benefit that can warrant x3 pricing, like being able to export blendshapes to our games etc. But from what I see, it is not the case here. Is there a new feature in cc4 that I missed that can warrant such a price change?
I am completely fine with paying 300$ for a very quality hair for example, it is one of the worst parts of game development IMHO. If it works as intended, it can warrant that price. But a hair with 100$ price is now 300$, did the quality increased as well? Can I now make the hair longer or shorter in my game at runtime? Did this price change empowered me in some way?
If not, it means RL is not my partner anymore, instead, a snake oil merchant trying to leech my money.
Hey, if the MDL was free then yeah, it's kind of crazy to pay three times more for future purchases. I also knew about the game that you mentioned "Bright Memory", it's actually very inspiring. I hope that your game becomes a reality in the way that you are planning and dreaming.
Greetings :)
Some footage of what RL can achieve:
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