Autodesk Stingray

I played with it for a few days. It’s no threat to Unreal or Unity, at least at this stage.

Stingray can frighten Unity a lot because the offer 30$ with Maya included is a great offer that can attract many people using Unity Pro for 75$ a month.
Also i know some people using Probuiler with unity that will use Stingray because Maya is lot better than Probuilder.
But Unreal 4 is a too massive giant for Autodesk :slight_smile:

Because I have to pay that monthly fee unintentionally to be able to work with UE4 already anyway? I was in my happy Blender world for a while and planned to spend further 30€ in the UE Marketplace early this month but had to stop because I struggled around a very annoying bug in animations based on Epics third person template ( Animation Blend Per Bool Issue - Weird Pop or Jump or something.. - Character & Animation - Epic Developer Community Forums ) and had to rent MayaLT instead to fix this. Most likely Autodesk is getting that 30€ next month instead of UE marktplace as well (no kidding).

Export [Insert your favourite 3D tool] to UE4 works.
Export from UE4 back? My experience so far: It’s either Autodesk or nothing.

Cheapest thing without the requirement to sell my body I could get (even comparing competitors like C4D, Modo, …) is MayaLT and that’s already enough for Stingray. I know Stingray too less to switch today but as you could see I started informing me already. Guess why? I’m pretty sure Stingray would make some progress month for month as well. I would get advertisment from them months for months because I’m doomed to use a 3D tool that I’m only medicore happy with but since I have to pay it already anway I would try to use it further and get as much value for my money as possible. After watching hours of tutorials learning Maya LT I know already spacebar and right mouse button are my friends and that the control rig creation is way easier in MayaLT than in Blender (nice). But I had my control rig finished in Blender thanks to lots of good tutorials anyway and I’m in doubt if I would ever be close to Blender workspeed for moddeling, weight painting, animating… in Maya. For example I hate it that 3 keys in Maya are wasted for only switching between rotation and translation and I’m still not able to switch from world to object rotation using this or another key like hitting “r” and twice “y” or “z” in Blender. And while I could change the rotation-speed via the distance to the center in Blender it seems I’ve to pull around that anoying gizmos again and again. It feels a bit like forcing a VIM-fanboy into some medicore tweaked GUI. I would not be “fast” with hitting spacebar after moving my mouse over a view first because it feels still slower than using just numpad 1 3 5 7 in Blender.

Conclusion: It’s the fault of Epic (and the lack of alternative export formats to FBX) and Blenders GPL (that makes good FBX support hard: Blender FBX Import - Blender and CG Discussions - Blender Artists Community) that I know Stingray today. FBX is the only format that works as UE4 export and while there are many programs that could export FBX very well the import (especially of animations) drives you in the spread arms of Autodesk :wink: - And maybe you already heard about it: They have Stingray for you now as well. :slight_smile: - I would prefer to pay for a solid *.blender export from UE4 (or *.fbx importer for Blender) instead renting Maya LT and getting informed about and being able to use Stingray month for month. But …

I love UE 4. Stingray looks like a good game engine but it doesn’t show its source code, so won’t switch to Stingray for now.

Lauralex: Access to the source code is not the most crucial part in using a game engine, but HOW you write your gameplay it is.
Unity: C# (you can get some visual scripting library from the asset store but it’s not a native feature of the engine)
Unreal Engine 4: C++ + Blueprints/Visual Scripting
Stingray: Lua + Flowgraph
Conclusion: I love the C# of the Unity (as a game programmer/developer that I am) it’s easy and powerful. I like the C++ of the UE4, it’s harder and more verbose that it could be, but it gives you the power of C++. Unity team are working on their IL2CPP compiler witch is super but too young right now and only available to iOS and Android so far. Stingray has LUA, a scripting language used by big gaming companies for years (because C# wasn’t viable back then and now it’s to new technology for their legacy code). I just don’t like it. So far Stingray dose not give me anything over Unity or UnrealEngine4, even more I hate it a bit. I recommend CryEngine over Stingray. In the end Unity and Unreal Engine 4 are the best, each with their good parts and their bad parts :smiley:

Well as I said, I don’t see it currently. Feature comparison doesn’t matter the most, workflow, reliability, ease of use… stuff like that matters a lot for actual development.

Time will tell if it becomes a usefull alternative in the market.

It’s not to much of a big interest for me, though everyone was asking Maya LT should have an rendering feature, now we got it… sorta.

Hi there, I wanted to comment on this,

“Scaleform Studio” which comes with Stingray does not use flash anymore and has its own editor to set up the graphics/timelines/logic and it uses Lua to code the UI logic/interaction so you don’t use the flash editor to set up anymore and there is no actionscript running so no overhead issues that would come along with that. I’ve attached an image of Scaleform Studio.

Also about WWise Wise is included with Stingray, so no additional licensing is needed to use Wwise in your game.

Cheers,
Remi

Slightly old thread I know, but wanted to chime in momentarily:

$30 can be expensive, if you aren’t a game dev professional, don’t have time for your projects 24/7 ISH, etc. That could add up kinda fast, whereas at least with UE4 you can take your time as needed, and pay in the end when its solid. Thats a big deal to many indies. Maybe Autodesk will come up with something similar who knows, and I can already think of something that would be fair at least to studios who have great ideas,but small teams and far from huge expense budgets.

ty

UE4 is rough competition to be sure, depending on size of game, and a big team able to slop something together in short time, could make the stingray option very useful.

Unity 5 is solid for certain things,but for anyone doing openworld games and needing terrain as most would, unity is a no go period. Ue4 landscape tools are king.

Sorry for late replies, but Life has created good challenges so I’ve stayed busy (good busy).

" Meanwhile Autodesk Stingray costs 30 dollars with a copy of Maya LT and looks allot easier to use than Unity 5.
Autodesk even have a asset market place ready to go.

Maya lt + stingray for $30/mo thats HUGE. Maya lt won’t let you go over 100k /mesh so thats a nasty one,but depending on game, prob. not a big deal. If it is, autodesk has other apps that I imagine one could you and export into stingray ? NO idea if thats allowable or if maya lt is the only avenue.

6 months in,sorry about that, but I had to commment out of first hand experience :wink:

Not sure what you mean by business practices, yes they make money, but thanks to Meshmixer I’ve been able to model with no lag on high end meshes,whereas with ‘free’ moeling tools that was impossible, and meshmixer is free. Autodesk is expensive for some things, but they do good things too.

This is coming from a 3D Artist viewpoint of the Stingray engine. I played around with it for a few days, and it seems really nice, especially instantly linking assets from 3ds Max to the editor. Editing materials is somewhat a cross between Unity’s UI for plugging in textures and playing around with PBR, and UE4’s Material Editor for further customization… It felt a bit clunky for me, but everyone’s learning curve will vary, thus making that con subjective (I think anyway). At first glance, I couldn’t find a node to plug in textures (as you would in UE), but then realized I had to use the “Property Editor” UI to do that stuff. (Also, to get to the “meat and potato’s”, e.g. Shader Graph Editor, you have to click on the “Make Unique” button.

I went in somewhat blind, which is why most of the learning experience was banging my head against a wall, but I did watch a few tutorials. If you used Unity and UE4, then Stingray will be pretty easy to jump into.
I love UE4 with all my heart… but, Stingray has some sweet snaps for level editing! :wink: Definitely a slightly more enjoyable experience. I also played around with the Post Process settings, which is easy, and intuitive just like UE. So nothing to really talk about there. The image below was a small scene I was making, to showcase in Stingray (and of course UE. (And no, I never finished it! haha, one day)).

72f2b3008fd2649265fa7066ad37b64bb9fa5bfd.jpeg

I second that :wink:

Well let´s wait and see. Even if the Engine may be good in it´s current state, I´m very skeptical as it´s Autodesk who is now developing it. I´m using Autodesk produducts for more than 15 years now and I´ve seen them messing up just to many once good pieces of software.

Keep in mind that you get the Autodesk “Gameware” as a part of Stingray Autodesk Gameware - Wikipedia , which normally cost alot for just a small amount of fee with MayaLT. Thats a very generous offer from Autodesk :slight_smile: Ofcourse, it is money but for those who really need the tools for commersial stuff and cant afford $2500/month + yearly maintaince Autodesk software, its a great deal.

That’s true… but, I’ll just export into UE4. <grins>

teak

For me never trust an autodesk products. hahhaha

Stingray is a weak game engine, too much things are lacking, while programming is just horrible. It is expensive for what it is.

Helldivers is a fine game.

Stingray still needs some years of maturing, support plugins, add more editor tools, etc.