DE Broadcast License

 

Hello, 

I've been trying out Aximmetry for a while now and I'm having trouble discerning why I should pay more than $5,000 for something that pretty much just does what Unreal engine already does only with a different user interface. What are the benefits of using Aximmetry over just doing everything natively in Unreal Engine? For example, I can trigger animations, set and trigger sequences, use multi camera render targeting, control LED walls, control DMX lights, build multiple levels with transitions... all in Unreal without the use of Aximmetry. Unreal even offers direct user support-which Aximmetry makes you pay for after the first year, so can somebody help me understand what the purpose is of the Broadcast license? I would legitimately like to hear the benefits of purchasing Aximmetry, as I am having a difficult time explaining to my bosses at the studio why we should purchase something that is already free. 

   anhed6

 
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Eifert@Aximmetry
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Hi,

Here are some reasons:
  • Aximmetry Keyer
  • User-friendly control of virtual cameras
  • Makes the placement of the talent in the virtual environment easy
  • Fast and easy camera path creation
  • Intuitive setup of LED-based virtual production, including set extension with color matching
  • Tools for color calibration of LED Walls
  • Easy interfacing of a multitude of hardware used in a broadcast environment (various input and output possibilities and tracking systems)
  • Provides flexible scripting tools for full control of the production
  • Provides user-friendly tools for pre- and post-processing of the rendered image
  • Provides a proprietary 3D engine for easy creation of additional 3D graphics on top of UE, or using it on its own
  • Enables adding complex 2D graphics and text
  • Aximmetry Calibrator to make the lens and camera calibration user-friendly
I am not sure that Unreal would provide user support if you are not paying for anything, it's a bit hard to believe. Nevertheless, even if they do, they won't be able to give support for all the plugins you need in Unreal to make similar capabilities as Aximmetry has. And all the blueprints or code you need to write to make everything work together and have similar control capabilities as Aximmetry's camera compounds.

In the end, Unreal was designed to make games. Aximmetry is designed for virtual productions and has lots of things that you would have to implement or figure out to have something similar to what Aximmetry provides.

If you describe what you want to produce, I can make more accurate suggestions why you should consider buying Aximmetry.

Warmest regards,

 
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TwentyStudios
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@anhed6: If you can’t understand what Aximmetry brings to a professional workflow maybe it’s not for you? I would suggest trying to use native UE4 (without the engine modifications that Aximmetry has) in a professional production environment with multiple cameras, live keying and clients breathing down your neck. Then you’ll probably gain a better understanding of why you’ll need an additional layer like Aximmetry. 

 
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jpekki
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@TwentyStudios: An excellent answer. I'm still relatively new to Aximmetry DE, but based on what I have already experienced with it, I must say that operating virtual cameras through Aximmetry is a breeze. And in my tests Aximmetry keyed has been quite good and easily configurable. (Maybe there is still some room for improvement, but I haven't tested Planar keying yet, which is ought to give even better results than ADVANCED B keyed.) I'm also wondering how good Free-D support UE4 offers out of box, for cameras like Panasonic AW-UE150. And, does UE4 offer direct support for professional camera tracking solutions, or do you need to then pay for UE4 plugins to facilitate this type of feature?