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CLO3D > Blender > Three.js workflow


  • ottoline

    I am pretty sure (ref:  the CLO3D license terms & conditions) that the animations are for use with CLO3D only. So you may want to check up on the finer detail of how you can deploy their IP externally.


    And the reason the tutorial might use free animation sequences for their video is to avoid the IP use and license issue that comes with CLO3D. It's in the fine print of the document when you clicked the > I agree to your terms & conditions of software use ... button. You should maybe read it and understand the users responsibilities on 'fair' IP use.


    In general what is outputted from the CLO3D system is a matter of what constitutes visual imagery for clothing sample exchange and making, that is > the IP of both 2D and 3D assets, and how they may be used in the course of professional commercial work, and that there are certain digital data rights attached when you move outside their system. (eg: costs for commercial use). You need to appreciate which of these you are working with, and how you are allowed to exchange some but not all 2D and 3D digital assets within other systems, platforms etc for commercial use.


    If you are using blender and want rights freedom to use digital assets for animation and avatars, you really need to understand the landscape of what you may commercially use within the origination work. For example if animating an avatar in motion you would need to consider each part of that digital pipeline as being IP  'rights' that you have the ability to use 'freely' under certain restrictions . eg: creative commons > and that could drastically limit your creative choices in both avatar and animation selection. So that is something you need to maybe research more deeply. You cannot simply do what you want to do - without first considering the commercial digital rights scope of what are your limiting factors. And then you need to adjust both your thinking and work to cope with working withing that IP limitation. You could for example choose 'creative commons' 3D model avatars, and animation motions, and avatar rigging, in your workflow to avoid 'other' commercial licensing issues. However there is a cost & quality associated with taking that path that might slow down your workflow, reduce avatar quality and animation performance for the final result. You have to weight that up against the other commercial license options, that may require a license fee attached to each stage of the digital asset's use outside of standard software T &C's for project use. So you need to factor that into your project and also your commercial outputs. Most software vendors have a commercial path forward for use of their digital IP assets but that is something you need to research, understand, and negotiate with the IP owner in each case.


    Hope that spins you in the right direction. If in doubt ask CLO3D what you may or may not use commercially. That way you are clear on what is possible and can plan for that eventuality with clarity.    


  • drudgls

    oh gosh sorry i didn't realise any of that stuff - and i probably should read the T&C's more carefully. thanks so much for the detailed response, really appreciate it.

    for the record, i am using an animation i downloaded from mixamo and animated a garment i designed in clo3d without showing the avatar. I wanted to create a landing page using three.js for my online portfolio. 

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