If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.
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Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)
Last week (March 23-27) showed incredible figures for the video game Alan Wake and SpeedRunners, but the biggest numbers belong to video game company Supercell. This giant continues to make millions thanks to its incredible marketing budget.
Alan Wake Sells Big. People Demand Sequel
Remedy Entertainment’s psychological action thriller, Alan Wake, sold 4.5 million units on Xbox 360 and PC since its release in 2010. The CEO of Remedy Entertainment, Matias Myllyrinne, announced the numbers on Twitter.
— Matias Myllyrinne (@MausRMD) March 25, 2015
Alan Wake is about a best-selling writer (Alan Wake) who mysteriously loses his wife on vacation. While trying to find her, he fights to keep his sanity as he continues the search for his beloved in the small town of Bright Falls. The problem is there is also a dark presence who stalks the town.
The product received favorable reviews upon it’s release, however sales were far from stellar. In 2012 a DLC Alan Wake’s American Nightmare was released. No sequel is planned. The company is working on another big title Quantum Break. Microsoft is publishing this exclusive action packed project for Xbox One.
SpeedRunners Has Gamers Running
A side-scroller racing game SpeedRunners has sold 600,000 copies on Steam Early Access. These are impressive numbers considering this game has yet to have a official release date, which should be sometime around the end of the year. Not just that but tinyBuild Games stated that gamers have been logging in cumulatively at 1 million sessions a month.
All the money earned from sales of No Time To Explain were invested in SpeedRunners about 2 years ago. The game performed incredibly well. We’ve started to earn money very early, almost a couple of days after Early Access release.
I love how the people dig the simple and competitive design of SpeedRunners. To market the game we did a lot of work with letsplayers. We’ve started to spread the word in 2011, during the release of No Time To Explain. So people knew about the title.
Right now we’re trying to build a studio in Holland. This company will help developers to port their games on consoles. Our first console product (No Time to Explain remake) will be released in June 2015. We will continue to port games from other developers. Work on the console version of Speedrunners will start in winter 2015.
Alex Nichiporchik, CEO, tinyBuild Games
The story of SpeedRunners is a fascinating one. You can read the full version here.
Supercell’s Profits Double
Video game company that hails from Helsinki called Supercell (creators of Clash of Clans, Hay Day, and Boom Beach) has doubled its earnings in 2014. Its revenue reached $1.7 billion. This is a remarkable figure because in 2013, their earnings were at $570 million.
Supercell has some of the most popular games on the mobile game market. In 2014, Supercell spent around $440 million just on marketing globally. There is no greater example of the saying “you have to spend money to make money” than with Supercell.