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PopcornFX Plugin BETA

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    #46
    @LOAW: where does that .MAN file comes from ?

    Check out http://www.popcornfx.com/unreal-engine-4/
    We talk about the v1.0.0: we are still on the way to be released on the Marketplace, hoping to get there before GDC 2016.
    In the meantime, you can play with the "outdated" Beta, the most important features were already there.

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      #47
      The .MAN file came from that site!

      Now, from another computer i seem to be getting a .7z with the correct files!
      Thanks!

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        #48
        Just wanted to give my support here. Really excited about this and looking forward to the release, two thumbs up!
        escalation1985.com

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          #49
          what taking the release so long? just curious as so many marketplace things have been released since hearing that this was "almost" here some info would be great!

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            #50
            Hey, here is an update on the UE4 PopcornFX Plugin:

            So, there is a bad and a good news:

            We won't be able to get to the UE4 Marketplace, we have not been able to agree on the licensing system.

            But, the good news: we are building our own PopcornFX Store for the UE4 PopcornFX Plugin:
            • 25$ per seat for a personal license
            • 250$ per seat for a commercial license (for Studios)
            • and custom licenses with custom PopcornFX SDK will always be available


            We are targeting end of April for the release on our Store.

            Then, you'll have access to the private github and the PopcornFX SDK Windows only for now. The plugin has been tested on Linux and PS4, and PopcornFX SDK already runs on all other platforms (except HTML5), but we need to do more testing of the Plugin on those platforms before release them.

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              #51
              Hey !

              Here it is, we officially released the UE4 PopcornFX Plugin 1.0.0 ! :

              https://forums.unrealengine.com/show...-0-0-Released-

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                #52
                really cool plugin , is this work in mobile devices ? (android/ios)
                hope you guys add a blueprint editor for controling particles , (like houdini/xsi/fabric-Splice )

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                  #53
                  Thanks vrMan.

                  We plan to support all platforms (except HTML5 which will be trickier), the PopcornFX Runtime already works everywhere, we just need to test the Plugin.

                  Yes, there is a bunch of blueprint functions to control Emitters, Attributes (effect parameters) and stuff like that.

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                    #54
                    Originally posted by Jo_PkFX View Post
                    Thanks vrMan.

                    We plan to support all platforms (except HTML5 which will be trickier), the PopcornFX Runtime already works everywhere, we just need to test the Plugin.

                    Yes, there is a bunch of blueprint functions to control Emitters, Attributes (effect parameters) and stuff like that.
                    great news , hope you add android support first .
                    i watched popcornfx tutorials , its layer base and need expression to make effects , i think it will be really easy to control particles with a flowchart base UI ,a node base editor like unreal Blueprint , Cebas Thinking Particle or XSI/ICE , trust me i found most of FX artist dont like to put even a single line code for making effects.

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