Also on the topic of extracting 3d models to find secret codes, doesn’t UE4 and other applications change the exact position of vertexes, so that precision limitations and compression would hide/remove any secret data put into vertex positions? Like if the a vertex position was x 12.43561 y 24.42361 z 4.53461 before importing it in UE4, it’s very likely that the .00061 (and any other hidden math) would be destroyed.
I didn’t mention any corporations in particular but what i was told is from legitimate source and even if not a very close friend it’s seem legit to me. But anyway would you be willing to risk it after working for a few years on a game project! At least for me the question was obvious and i switch to blender to keep the whole project legit.
I cannot verify what he told me but it’s seem legit and he didn’t look like he was lying but for me the choice was obvious and a very capable software was there to finish my project.
There was a company that was trying to implement their own 3D format that has security like that, but no one’s adopted it. The only way to do it is to restrict the software that can open the files. For example, with the Autodesk native file formats they do contain some info about the licensing that the program has, but that doesn’t extend to the other formats that the programs export to.
Honestly, if I couldn’t affort Maya LT I would risk it over using blender. I’ve stopped counting the threads of people being unable to export their animations from blender to UE4, I’d probably lose less money paying a fine to autodesk than I would using blender in the long term.
New Houdini looks great, and it is not crashing unlike autodesk software.
You seem to have a lot more experience then me in programming so you might be right about this and it is pretty hard to find evidences since court cases are not all public unfortunately.
Agree that’s a software that get thing right and they could very well become an excellent alternative to Autodesk and the indie pricing is just about right!
I will soon have to export animations from Blender since i recently switch so i hope it is not going to be another nightmare since i just exit the constant crashing of 3ds max! I also read a thread where they mention there was a short period of time that between 4.19, 4.20, and 4.20.1 where ue4 was importing skeletons differently… it has since been fixed in 4.20.1.
I hope it was indeed fix but will have to work this up eventually.
Well… There’s a reason why they push so hard FBX to be an industry standard for portability.
I think you may have a point there!