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[RELEASED] Rokoko’s Motion Library

Discussion in 'Assets and Asset Store' started by James_Rokoko, Oct 9, 2018.

  1. James_Rokoko

    James_Rokoko

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    Introducing Motion Library - available on the Asset Store

    With the Motion Library built by Rokoko, Unity developers can access the world's largest marketplace of character animations natively in the Unity Editor. With smart search algorithms and native previews in the Unity Editor, game developers and animators can choose between tens of thousands of human motion assets. The files are produced by top-tier performance-capture studios from around the world and performed by professional actors. They can be applied to characters in games, films, and other 3D experiences that require animation. After installing the plugin, you’ll have access to a collection of demo assets prior to making any additional purchase!

    The entire library of premium motion assets are made by Rokoko’s Featured Publishers, including top-tier professional motion capture studios Audiomotion (Star Wars: The Last Jedi, Ready Player One, Horizon Zero Dawn, Dying Light) and Centroid (Assassin’s Creed, Godzilla, Doctor Strange). These partners used professional actors and million dollar mocap systems to create assets that are now available in the Motion Library for as little as $3 per asset with a FREE subscription.



    The Motion Library is a plugin to the Unity editor that allows you to search, preview, and purchase motion assets from the marketplace natively in the editor. The Motion Library search bar is placed at the top of the editor and will always be visible to the user. You can search directly for title, publisher or tags/categories, making it easy to find what you need.

    After finding a relevant asset, you can preview it either in thumbnail view simply by hovering over it, or you can click the thumbnail to play it full size with options such as camera control, timeline etc. Both preview modes give the option to drag and drop your own characters on the asset to see how the motion will look on your character.







    FREQUENTLY ASKED QUESTIONS

    How do I download Motion Library?

    You download Motion Library by visiting the Unity Asset Store and searching "Motion Library" or simply by clicking this link. Once you have downloaded and imported the plugin, you find it in the "Window" tab in your editor. You can read more about how the Motion Library works here: How Motion Library works

    How many assets are there in the Motion Library?

    The number of assets in the Motion Library is constantly growing. The Featured Publishers will continuously upload new collections based on their own work and what users request. At the official time of launch there were more than 2000 assets in the Motion Library. We will have much more than that as we continue to add more collections.​

    Can I request assets if I cannot find what I am looking for in the Motion Library?

    We will love to hear your suggestions to assets or collections that you need. The request feature will be built into the Motion Library at a later stage, but right now the best option is to submit a request through our service desk or email us at support@rokoko.com. Our Publishers are eager to hear from you and produce the assets you need.​

    How can I use the Motion Library animations within my own project?

    All motion assets on the platform are made to support the standard Mecanim Humanoids in Unity (see this blog post for a description), so if you have a humanoid character, all assets work out of the box with Unity’s retargeting system.​

    What file type are the animations?

    When buying an asset in the library, you will be able to download it as an FBX file containing only the movement on a skeleton. This means that no mesh and/or characters are included in the FBX files. Some animations come with finger animations as well, which will be shown in the preview and on the tags.​

    Are there any legal limitations with the animations I purchase?

    No, you are free to use your purchased animations within your projects as you see fit. As long as it doesn't go against our or Unity's EULA. :)

    UPCOMING FEATURES

    • New collection of Game-Ready animations
    • Better filtering options when searching animations
    • New color-coded labels for categories/tags
    VERSION LOG

    v1.2.0 - Current
    New filtering options
    Improved search bar UI with suggestions
    Sort by newly added animations
    Bug fixes

    v1.1.0
    Filter search by Publishers
    Notifications for new versions
    Animation gender information
    Bug fixes


    v1.0.4
    Improved stability

    v1.0.3
    Bug fixes

    v1.0.2
    Fix compatibility with Scriptable Render Pipeline
    Improvements in animation previews
    Support for publisher search


    SUPPORT

    If you have questions/issues with the Motion Library, feel free to post them below on this thread. Alternatively, there are several links listed below in which you can reach us directly for help. We will also have extensive online documentation soon that we will update here as soon as it’s available.​

    Support Email: support@rokoko.com
    Support Tickets: Click Here
    Report Bugs: Click Here
     
    Last edited: Feb 28, 2019
  2. James_Rokoko

    James_Rokoko

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    Version 1.2.0 of the Motion Library has been released!

    Since the launch, we’ve been gathering as much feedback as we can to help improve the Motion Library. We’ve taken all of this feedback from version 1.1.0 and have now released version 1.2.0 with some new and improved updates and many new assets. Some things to look for in the new update are:
    • We have updated the search dropdown and included suggestions and help to match your needs with what’s currently in the library
    • Improved filtering options by Categories, Subcategories, Motions, and Gender
    • You can now sort by newly added animations first. Just click [new] Recent next to "Sort by"
    • We've added a wave of new animations with even more on the way soon!
    • Various bug fixes






    As always, we are continuing to ask for your feedback and suggestions to improve the Motion Library even further! :)

    Best,
    Rokoko
     
    hippocoder likes this.
  3. Hi, I have found the idea having an in-editor on-demand animation library very good. So I investigated a little bit and I have found some problems with the EULA we need to accept in order having this in Unity.

    (Be aware of these, but your mileage may vary, you may not mind these, so do your own research!)

    All the quotes are coming from this document which is available from the product's own website, it is NOT available from the asset store description which I find very alarming. Despite the bold text which says you need to accept it.
    Note: the [...] cover more texts which I didn't find problematic and they do not change the meaning of the remaining text in any way.

    - why freewares are excluded?
    - why personal usage is excluded?

    - be aware that you won't have these assets for good, you will need to buy them again after the limited period (which currently is 3 years, but since it's in an EULA, it can be changed any time without substantial notification)
    - so basically, you don't buy assets here, you pay subscription plus the per-asset fee (which is currently $1) for currently 3 years of usage.

    - Be aware if you're working as a contractor, you're out of luck. You can't buy these assets for your client. They need their own license, you need your own license and you cannot distribute the work for them. (Technically it is prohibited to upload it into a shared version- or source control as well.) - I guess if you both have these licenses for these assets, they won't enforce this clause (it's impractical), but legally you cannot do that.

    - wut? Technically you're out of luck if you're working on any kind of aggressive game-play. No alcohol or cigarette consumption or any kind of "harmful" activity. (See below)

    - which means you need to check if they changed any fees before you pay your monthly subscription fee, technically they can raise the $1 to any amount without prior notice

    - Why is this asset is on the Asset Store exactly? Since all other assets have to have support. Whatever. It's especially alarming. (See below)

    - not a single word about what happens if the service closes down or what happens to the licenses when the monthly subscription runs out

    - So currently $10 per month for "as-is" without any means of correct any problems, any support or any assurance that the animations they're providing don't violate of anyone's rights including copyrights of other people.

    - Well, you need to know if your animation is from a legitimate source or not, because they don't guarantee it for you.

    - of course the stated URL gives you 404

    In summary, this EULA is almost as bad as the MCS's was back in the days. It basically makes me question why am I paying $100 for a year (as of now) and additional $1 (as of now) if I cannot be sure that whatever I find is legitimate and I'm able to use it in commercial project and I don't get any support when it is needed?

    @James_Rokoko please don't get this as an offense, It's merely a list of concerns about the legalities around the service and I would like to see some comments on it or revisit this EULA. In this form it's basically non-compatible the usual Asset Store experience. Also please, link it in the Asset's description so people can review it before they actually download anything.
     
    Last edited by a moderator: Dec 21, 2018
  4. Antypodish

    Antypodish

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    I agree. The licence is alarming. No excuses.
    Technically, you can not implement it in most games.
    Sims, well, cut the pornographic (bed/shower/streak), or fighting scenes.
    Shooters, it may be offensive to harm anyone, or blood or whatever.
    GTA like, well full of questionable options.
    RPG / MMO, you are likely to fight others.
    Surly will not fit for any parody projects.

    And from culture to culture, where something is ok, in other part of world may be opposite.

    No many options left then, to implement it?
     
  5. hippocoder

    hippocoder

    Digital Ape

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    This is standard legalese though for a high profile provider. Because it is possible that an indie would create offensive content that results in a lawsuit, and drags in the provider. This clause isn't about policing, it is about bullet proofing against extremely annoying and (sometimes) costly stupidity.

    As for the 3-year thing, I don't like it, but I'm willing to bet there's opportunity to deal with them if you want to pay more and that would be perfectly normal too.
     
  6. AcidArrow

    AcidArrow

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    No it's not. Apart from the 3 year thing (which isn't unique to this asset btw), and the weird disallowing free/personal usage, which is a head scratcher, everything else is copy pasted almost verbatim from Unity's own Asset Store EULA.
     
  7. That would be covered by the other standard language that the provider shall not be held liable for anything. and if that would the language alone I would be okay with it. But in this case technically they can take your money and kick you out without any resolution if you make a war game or a Game Noir. because you breached the EULA by making the game.
     
    Antypodish likes this.
  8. Antypodish

    Antypodish

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    Technically anyone can find something offending in most of games. Resalable, or not, but valid for invalidate contract.
    And can be easily abused as well, against indie devs. I.e. nasty competitors.

    Easier would be to say, that provider do not take responsibility and liability, for how asset has been used and the liability on that background, stands on the asset licencor, not the provider. Of course, need be more legally formulated. But you get the point.

    Then both sides would be happy and provider would be protected.
     
  9. After further investigation I would like to revisit two pain points I have raised:

    Technically it is true to all of the Asset Store assets. Since it's part of the AS EULA as well.

    Apparently according to the AS EULA, End users should not count with support, although Unity actively prohibits other assets from the asset store (even free ones) which claims the same. So I don't know. (Of course it's not this provider's fault in any way)
     
  10. Deleted User

    Deleted User

    Guest

    R U Sure?....sounds like ya can, If this person is representing this product.

    "Your honor, I point to the item's initial advertising"....

    Are there any legal limitations with the animations I purchase?

    No, there are not any legal limitations to any of your purchased assets. You are free to use your purchased animations within your projects as you see fit.

    (or, they may want to re-phrase that wide-open statement)..

    p-
     
  11. Antypodish

    Antypodish

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    According to contract, all is fine, as long your game not represents violence, or whatever, else stated, This is how I interprets it.
     
  12. James_Rokoko

    James_Rokoko

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    Hi guys,

    We appreciate and understand any concerns you all might have in regards to our EULA. Licensing language can sometimes seem vague to cover the vast amount of use cases it is trying to cover. This isn’t to get over on you as a user, but it ensures we’ve covered ourselves in case someone uses our assets to create something harmful or abusive.

    To alleviate your concerns:

    3 Year Limitation
    The 3 year limitation is no longer a part of our EULA. This was something that we removed early on and made mention of in the comments of our announcement blog here. We apologize for not updating the EULA on www.motionlibrary.com. That site is still undergoing construction as we plan to launch the web version of Motion Library early next year and it was simply overlooked. As soon as our web team gets back from their Holiday break we’ll get it updated to the new EULA, which can be found attached to this post. :)

    Freeware/Personal Usage
    Thanks for pointing this out! While freeware and personal usage are not listed, you can rest assured that you will not be penalized for using Motion Library assets for those uses. We will see about updating the EULA again to include those uses. In the meantime this shouldn’t be a cause for concern.

    Sharing with Contractors/Co-workers
    Motion Library gives users the ability to create an Organization and add other users to it so that they are able to share their assets with one another. In this particular case, clients would simply just need to create an Organization and add a contractor to it to be able to share assets with each other.

    If EULA Terminates
    If the Motion Library closes or a User’s Monthly/Yearly subscription ends without renewal, this does not affect your ownership of the license of the asset you’ve purchased. You are still allowed to use that asset within your projects. However, if your subscription lapses it will affect your ability to re-download previously purchased assets. If you no longer have a subscription, you will not be able to re-download your assets until your subscription has been renewed. You are able to save all purchased assets directly to your computer.

    Most Recent EULA Version
    The URL listed here has already been updated on our new EULA, which, again, can be found attached to this post. :)

    I hope this helps alleviate some concerns you may have about the Motion Library’s EULA. As @AcidArrow mentioned, our EULA, for the most part, falls in line with Unity’s own EULA for the Asset Store. However, if you have any specific concerns regarding a project you are working on and Rokoko’s license compatibility with your product, then I’d be happy to review that specific situation with you. Feel free to send me an email directly at james@rokoko.com.

    We sincerely appreciate all of your feedback on this!

    Hope you all have a happy holiday season! :)

    Cheers,
    James
     

    Attached Files:

    one_one, hopeful, TeagansDad and 2 others like this.
  13. Thank you James, I really appreciate this and to me personally was very assuring and actually made me investigate your service further. Probably I will give it a try.

    Happy holidays to you too!
     
    TeagansDad and James_Rokoko like this.
  14. Slowbud

    Slowbud

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    @James_Rokoko I get Error: error CS0006: Metadata file `System.Net.Http.dll' could not be found
    after installing. Some one posted this already in the previews ... with no public answer.

    Any hints?
    Using fresh Unity 2018.3 f2
     
  15. James_Rokoko

    James_Rokoko

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    Hi @Slowbud,

    Thank you for bringing this to our attention. What operating system are you using? We will have our dev team take a look into this to figure out why you're experiencing this issue.

    Feel free to DM me.

    Cheers,
    James
     
  16. Slowbud

    Slowbud

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    Windows 10
     
  17. James_Rokoko

    James_Rokoko

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    Thanks!

    Also, what is your Scripting Runtime Version set as? (Found within Project Settings > Player > Other Settings > Scripting Runtime Version). Motion Library requires .NET api version 4.x. If you're using 3.x try switching it to 4.x within your project settings to see if that helps. Otherwise, we will have out dev team look into this and I'll reach back out once they've gotten a chance to look into this.

    Cheers,
    James
     
  18. Slowbud

    Slowbud

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    OK, this worked on Unity 2018.3, thanks. On Unity 2018.2 it doesn't throw this error, just as soon as you try open Motion Library you are forced to switch to NET API 4.
    Really nice feature that you can preview the animations with your own character. :)

    Nice would be a feature to favourite animations, so when searching you can mark the ones which are the first choice.
     
    James_Rokoko likes this.
  19. James_Rokoko

    James_Rokoko

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    Awesome! Glad to hear this worked. I'll mention it to the devs.

    Great feedback about favoriting animations. We'll look into adding this feature. :)
     
  20. okamoto_tomoyuki

    okamoto_tomoyuki

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    I also set that way. UnityEditor continued to display the following error and plugin does not work.
    Using Unity 2018.3 0f2

    Code (CSharp):
    1. ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
    2. System.Reflection.Assembly.GetTypes () (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    3. Rokoko.MotionLibrary.MotionLibraryLogger.GetAllEnvironmentExceptions () (at <315e73ba8f9744419415c56ca2f85301>:0)
    4. Rokoko.MotionLibrary.MotionLibraryLogger.InitExceptionTypes () (at <315e73ba8f9744419415c56ca2f85301>:0)
    5. Rokoko.MotionLibrary.MotionLibraryLogger..ctor () (at <315e73ba8f9744419415c56ca2f85301>:0)
    6. Rokoko.MotionLibrary.BugsnagLogger..ctor () (at <315e73ba8f9744419415c56ca2f85301>:0)
    7. System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    8. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    9. System.Reflection.MonoCMethod.InternalInvoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    10. System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    11. System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    12. System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    13. System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    14. System.Activator.CreateInstance (System.Type type) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    15. Rokoko.MotionLibrary.DependencyInitializer.Init () (at <315e73ba8f9744419415c56ca2f85301>:0)
    16. Rokoko.MotionLibrary.MotionLibraryWindow.OnEnable () (at <315e73ba8f9744419415c56ca2f85301>:0)
    17. UnityEditor.EditorWindow:GetWindow(Type)
    18. Rokoko.MotionLibrary.MotionLibraryWindow:ShowWindow()
    19.  
     
    Last edited: Jan 8, 2019
  21. James_Rokoko

    James_Rokoko

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    Hi @okamoto_tomoyuki,

    After changing your .NET API to version 4.x, did you restart your Unity project? If not, you will need to quit out of Unity and re-open your project for the changes to take effect.

    If you're still experiencing this same issue after doing this, let me know which Operating System you are using on your computer and I will have our devs investigate.

    Best,
    James
     
  22. magg

    magg

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    So in order to BUY stuff, you are required to pay monthly subscription?
     
  23. okamoto_tomoyuki

    okamoto_tomoyuki

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    I tried it, but not solve.
    The OS is Windows 10 Pro.
     
  24. James_Rokoko

    James_Rokoko

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    Hi @magg,

    That is correct. While we do offer some free animations for you to download, a majority of the animations offered on the Motion Library are offered at a very low price of $1 to $5 each. You simply purchase what you need and you are able to keep the FBX's as long as you wish to use in your projects. :)

    Best,
    James
     
  25. James_Rokoko

    James_Rokoko

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    Okay - I will have our devs look into this to see why you're still having trouble access the Motion Library. I will reach back out as soon as I get word back from them.

    Cheers,
    James
     
  26. Slowbud

    Slowbud

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    Will there be a chance that Motion Library will work with NET API 3.5 in future too?. I'm working on a longer project and just noticed that a greater important asset I use, doesn't run correct with NET API 4.
     
  27. James_Rokoko

    James_Rokoko

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    Hi Slowbud,

    Unfortunately, it doesn't look like the chance for this is very likely in the foreseeable future unless there's a big demand for it. Even then, Unity has started to deprecate .NET 3.5 with 2018.3 and as users transition to newer versions of Unity there will be less demand for it in the future.

    I apologize if this isn't the answer you were hoping for.

    Cheers,
    James
     
  28. uni7y

    uni7y

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    I see that the monthly Motion library is free now, will that stay free or not?
     
  29. Tortyfoo

    Tortyfoo

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    I couldn't "purchase it" as it insists on a Tax number but I am an individual not a business so don't have a Australia Business Number it is demanding. Seems to check so can't enter 0 or n/a. How do you get past this?
     
  30. uni7y

    uni7y

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    Strange, I have a VAT number but I was not asked for it when I signed up.
    but I would get a mail with my login details but still have not received anything, so maybe my registration did not go well either.
     
  31. MadeFromPolygons

    MadeFromPolygons

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    It looks like you have to pay monthly just to get access to the library, and then pay per asset on top of that?

    If so then its a no from me. I am not paying just to access the catalogue if further charges are then implemented per asset. Thats not how to do asset stores in the modern age. Normally you can just view the store for free. Imagine if unity required you to pay just to access the store. Do you think the asset store would be anywhere what it is now if they did that? Really poor plan there I have to say, and one that will stop you getting the traction you probably want.
     
  32. uni7y

    uni7y

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    OK, so it is still a bit unclear, I have looked at it before but found 10 USD per month too expensive and on top of that you also had to pay for the animations. I hope that there will soon be some clarity as to how things really work and what you are paying for and what you get free...
     
    MadeFromPolygons likes this.
  33. James_Rokoko

    James_Rokoko

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    Hey everyone!

    Since launching the Motion Library, we have been listening to your feedback on what we can do to make it a service that is a consistent part of your project’s animation pipeline. We are currently working hard on exciting new features, adding new Featured Publishers and incorporating tons of new game ready animations. One of these new features will be some changes to the subscription model. Until that update is ready, we have decided to do something that we hope will make you all very happy - granting everyone access the Motion Library SUBSCRIPTION-FREE!

    Starting TODAY, we will be making the Motion Library subscription-free until we are ready to launch the new update. With this change, we will also be slightly adjusting the individual prices of assets on the Motion Library.



    We're truly excited for this change and the upcoming updates we have in store for the Motion Library.

    As always, we ask for your continued feedback during this change. As we continue to grow, we want to make sure that we’re staying on track in keeping the Motion Library an invaluable part of your workflow.

    If you have any questions or feedback, please feel free to message me or use the links below:

    Motion Library Feedback
    Asset Requests

    We hope you enjoy the Motion Library!

    Sincerely,
    James
    Product Specialist, Motion Library
     
  34. James_Rokoko

    James_Rokoko

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  35. LukeDawn

    LukeDawn

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    "obscene, pornographic, vulgar, or offensive", oh well that's me out. Always best to read the small print before purchasing.
     
  36. FS9606

    FS9606

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    trying to purchase. Upgraded to subscription. Did not work. It keeps saying that I need to upgrade my subscription, which already is updated. I tried restarting unity also, same issue. After I looked all around, it looks like we have to assign the seats within our org for this to work. It was painful to figure this out and I burned an hour trying to figure out why I could not purchase the assets. I can imagine almost everyone will experience this as well.

    Requiring this subscription for a cost is not ideal. I suggest you open up the animations in the store to everyone and increase the cost of the individual animations, so you can stay in business. Requiring a subscription payment will deter people from actually seeing your store. Maybe put a few samples in the unity store, so people can try the product.
    That is my opinion.

    I am thankful that you are in this space, thank you for your efforts with this product!
     
    Last edited: Feb 4, 2019
  37. James_Rokoko

    James_Rokoko

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    Hi there,

    I'm not sure if you saw the post above, however, we no longer require a subscription payment. It's currently free!

    After reading your post, I just tried upgrading with a brand new account and I was able to upgrade just fine without a cost. Closing out of the Motion Library window and re-opening it within the Unity editor should allow the subscription upgrade to take effect.

    If for some reason it's still not working for you, please let me know the email address you are using to sign up and what version of Unity you are using.

    Thanks,
    James
     
  38. FS9606

    FS9606

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    I believe this is the challenge: If your organization has multiple members (seats) and you get one seat, the seat is not automatically assigned. You will need to manually assign it. It is not clear that this is the issue until you go deep within the settings. This is the challenge with subscriptions. If you have one seat in your org, I think it will autoassign it.
     
    James_Rokoko likes this.
  39. James_Rokoko

    James_Rokoko

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    Ah I see. So is it now working for you?

    This sounds like it may be an issue on Unity's end since their system handles the assigning of seats. We will look further into this. Thanks for the heads up!

    Cheers,
    James
     
  40. FS9606

    FS9606

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    so, it works, the animations look great !

    I love your idea with the unity plugin (Window.Rokoko) and viewing the animations before you purchase them. Great idea. I noticed when I purchase them, I do not have an easy way of identifying what I purchased when I want to download the items.
    Maybe add a filter to only view the purchased items, sorted by purchase date, so the recent items are at the top?
    And if you click on download on any of them, mark the asset as already downloaded in the window, maybe make the download icon green and the rollover say "Already Downloaded".
    I plan on getting a bunch of these animation and this would be helpful to others.
     
    James_Rokoko likes this.
  41. James_Rokoko

    James_Rokoko

    Joined:
    Oct 2, 2018
    Posts:
    25

    Awesome! Glad to hear it's now working for you.

    Yes, these are already some planned updates that will be coming to the Motion Library.

    We appreciate your feedback!

    Cheers,
    James
     
  42. FS9606

    FS9606

    Joined:
    Mar 12, 2015
    Posts:
    21
    These animations are great, thank you!

    some of the sequences.... the start frame and end frames are different. This will be an additional set of small challenges. I suggest you try to make them the same across all animations. I am speaking for myself, but if you have a start and end frame in common, looping works and transitions are easier to another animation. Plus, and you have less blending and other things to make it look right. If you are considering this, could you do this for the yoga items?

    If I see an animation that does not have the same start and end frame, it is likely I am not going to get it because I find that it frequently does not look right when I try to get it to work.
     
    James_Rokoko likes this.
  43. James_Rokoko

    James_Rokoko

    Joined:
    Oct 2, 2018
    Posts:
    25

    Yes, we agree! We will be adding new Featured Publishers to the Motion Library soon and we're working closely with them (and our existing publishers) to offer more game-ready assets that contain looping animations and root motion. :)

    Also, I will put in your request for looping yoga animations. If you have specific poses you want, feel free to send us a detailed description here.

    Best,
    James
     
  44. Slowbud

    Slowbud

    Joined:
    Jul 19, 2015
    Posts:
    81
    Great, 9 hours after your announcement I was re -charged the $10,- subscription fee. And what do you mean with "slightly adjusting"? from $1.- to $3.- per animation is a raise of 300 %, far away from slightly ! . I understand you need to monetize, but these, your words, doesn't give me trust. And now I paid the subscription and have the multitimes higher price.
     
  45. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,980
    Awesome, then I will certainly be purchasing some animations!
    Id rather have individual assets have higher prices than have a subscription fee. So your announcement has gained you a customer :)
     
    James_Rokoko likes this.
  46. uni7y

    uni7y

    Joined:
    Jul 23, 2012
    Posts:
    287
    OK, I'm lost again :confused:
    so now you tell me there is a subscription fee of 10 USD and on top of that you have to pay 3 USD for a animation?!
    @James_Rokoko please explain things a bit better now because this is a bit unclear now.

    What I understand is this; we pay no subscription fee (only @Slowbud then :confused:) and we pay 3 USD for 1 animation. Later we have to pay 10 USD per month plus 1 USD per animation? why is that? it is better to bill us per animation then a 10 USD subscription fee, people hate that, this is the only reason I did not apply for your service, I radder pay more for a animation then subscribe for 10 USD!

    So, do I understand it well @James_Rokoko ? then count me out :(
     
  47. Slowbud

    Slowbud

    Joined:
    Jul 19, 2015
    Posts:
    81
    @spotdot To clearify my case: I subscribed a month ago and paid the 10$ subscription fee. Now, after anouncement that subscription is free now, they charged 10$ again. And btw. 1$ per animation before, which are now 3$ were just a part of them. Many animations were $5 and now are 6$. So marketing just tells half of the truth. I mean, Motion Library is a great tool and makes animation developers life much easier, but I feel a little ripped off.
    @James_Rokoko for long term business the truth is always the best, currently I'm loosing trust.
     
  48. James_Rokoko

    James_Rokoko

    Joined:
    Oct 2, 2018
    Posts:
    25
    Hey Slowbud,

    DM me your email address used to sign up for the Motion Library and I will see to it that you get this most recent $10 charge refunded to you.

    Also, yes unfortunately the pricing of the assets had to be slightly adjusted to compensate for the lack of a subscription fee. As much as we would love to offer assets for that cheap, if we dropped the subscription fee and kept the assets at their same price it would not be enough to sustain development on this product. I apologize if you feel misled by my words or the company's message. I did not mean to confuse or dupe anybody. If at any time you (or anyone else) is confused by something I or Rokoko has said, please let me know and I will always be happy to clarify it.

    Hi Spotdot,

    We no longer have a subscription fee. The $10 subscription price has been dropped and you can now access the motion library for free. Slowbud's situation is unique to him and hopefully no one else and I am working with him to get his $10 charge refunded. However, if you or anyone gets charged a $10 fee starting from this point forward then please let me know and we will make sure to refund it. You should not be charged anything other than the individual assets you purchase on the Motion Library. :)

    Cheers,
    James
     
  49. James_Rokoko

    James_Rokoko

    Joined:
    Oct 2, 2018
    Posts:
    25
    UPDATE: The issue detailed below has been resolved. You no longer need to follow the instructions below!

    Hey everyone,

    We wanted to give you a quick update on a new bug within Unity's subscription back-end that could be affecting only users who were previously paying for the Motion Library subscription. If you previously paid for a Motion Library subscription, we urge you to go within your Asset Store account settings and disable auto-renewal (see steps below). If you do not do this, then you may potentially be charged $10 upon your renewal date. If this happens, or if you've already been charged after we went subscription-free, please DM me your email address and Unity Invoice # and we will refund all renewal charges.

    If you subscribed to the Motion Library AFTER we went subscription-free then this bug does not affect you.

    Unity's devs are working to resolve this issue and should have it fixed soon. However, to ensure you aren't charged before a fix has been implemented, we ask that you follow the steps below.

    Steps on how to Disable Auto-Renewal:
    • Go to your Account Settings
    • Click 'My Subscriptions' on the left, then to the right of Motion Library click 'Manage'
    • Click the 'Manage Subscription' tab
    • Click the 'Automatic Renewal' button and make sure it is set to "Off"
    • Click the 'Save' button at the bottom right
    Following these instructions will successfully disable your auto-renewal so that you aren't mistakenly charged another monthly fee.

    If you have any questions or concerns about this issue, feel free to message me.

    Cheers,
    James
     
    Last edited: Feb 12, 2019
  50. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,932
    Seems the subscription was a better deal. If you had a subscription for $10 and bought 10 animations, it cost you a total of $20 for that month. If you buy 10 animations for $3, it cost $30 and for $6 it cost 60.

    And it is not easy to tell which animations go together, I looked by company for locomotion animations and could not find any turn animations. Some nice walk and run though and some nice idles. But with no way to test the blend until you actually buy them,it sure is a risk.

    Better off to pay $60 for a package, get ones that work together, plus support! Why don't you have the companies make packages? One for simple run/walk animations, and then singles that could be added in such as run to a jump, or walk to a sit. Would be so much more useful that way.

    Now, there are some free ones to test but without the other parts of the chain, it still is risky.

    Thanks for the lack of subscription though as it will be easy to buy just one or two idle animations now. :)
     
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