Kévin, I treasure your Alembic iniciative and I wish to help. I am just performing some tests before judging what it is or is not a bug. In the prosses I will give some constructive feedback here.
Blender-Alembic-Blender seams ok. I am performing some testes in this plataforms: Unreal 4.13, 3ds Max 2017 (educational), Maya 2017 (educational). Findings on importing Alembic character animation from Blender: 1. Unreal 4.13 (preview 2): Issues with rotation (y-z) and scale (cm-m). Bad normals from Blender (ok from Max). Animation and meshes are ok. 2. 3ds Max 2017 (Educational): Rotation/sacale ok. Bad normals. No materials. Animation and meshes are ok. 3. Maya... soon... At this moment, I would say that normals are problematic. I will report bugs as soon as I have solid tests. *Adriano A. Oliveira* Professor Adjunto do Curso de Cinema e Audiovisual Universidade Federal do Recôncavo da Bahia (UFRB) Centro de Artes Humanidades e Letras (CAHL) Matrícula: 1673892 (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM] 2016-08-19 23:56 GMT-03:00 Kévin Dietrich <kevin.dietr...@mailoo.org>: > Please use the bug tracker [1] to report bugs/issues, with simple > example files to reproduces them. > > If one software can open an Alembic file from Blender without issues, > and another can't, for basic things like normals, then the bug is mostly > likely in the other software, not Blender, we don't do anything fancy > here. Also, can 3ds Max import materials from other software without > issues? > > Le 2016-08-20 04:38, Adriano Oliveira a écrit : > > > .... > > > > bf48750 > > > > 3) Bad normals when importing from Blender-Alembic into Unreal 4.13 and > 3ds > > Mac 2017. > > > > 4) 3ds Max doesn't import materials from Blender-Alembic. Unreal 4.13 > does. > > > > *Adriano A. Oliveira* > > Professor Adjunto do Curso de Cinema e Audiovisual > > Universidade Federal do Recôncavo da Bahia (UFRB) > > Centro de Artes Humanidades e Letras (CAHL) > > Matrícula: 1673892 > > (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM] > > > > 2016-08-19 19:36 GMT-03:00 Adriano Oliveira <adriano.u...@gmail.com>: > > > > Kévin, > > > > I am very interested in the workflow Blender-Unreal through Alembic. The > > idea is to use Unreal for real time rendering. > > Alembic in Unreal 4.13 is in preview state, so it will improve a lot. > > > > Some findings: > > > > 1) Alembic is very usefull to export destruction simulations. I used Cell > > Fracture to explode a cube and it produces houndreds of n-gons objects. > On > > importing into Unreal, it gives errors. I think this would justify an > > triangulation option, as in OBJ export. > > > > 2) I have some crashes on importing Alembic animated characters into > > Blender or Unreal that was exported without Flatten Hierarchy. > > > > ;) > > > > *Adriano A. Oliveira* > > Professor Adjunto do Curso de Cinema e Audiovisual > > Universidade Federal do Recôncavo da Bahia (UFRB) > > Centro de Artes Humanidades e Letras (CAHL) > > Matrícula: 1673892 > > (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM] > > > > 2016-08-19 19:10 GMT-03:00 Kévin Dietrich <kevin.dietr...@mailoo.org>: > > > > Le 2016-08-19 23:53, Adriano Oliveira a écrit : > > > > Hi, > > > > Is it possible to have an option to triangulate mesh on Alembic export. > I am trying to import a animation from Blender to Unreal 4.13 and the late > > ask for tri or quad faces. > > > > Also it would be nice to have Z to Y convertion options, as long as > Unreal rotates the Alembic imports form Blender. > > > > Congratulations for the grate job! > > > > *Adriano A. Oliveira* > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > Hi, > > > > Adding an option to triangulate meshes in the exporter wouldn't that > > much of a trouble (though it would have to wait for after the 2.78 > > release), but I have to ask what prevents you from triangulating the > > meshes before exporting? If you've got a lot of objects to triangulate, > > a simple Python script can be written to automate the process. Shall it > > be a destructive operation, or shall it preserve the state of the meshes > > (meaning meshes in Blender are not triangulated, but the exported ones > > are)? > > > > For the axis conversion, Alembic files written from Blender follow the > > Alembic Y-up convention, so I guess this is already what you want? I do > > plan on adding support for more (custom) axis conversions though. > > > > Regards, > > > > Kévin Dietrich. > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > > > > Links: > ------ > [1] https://developer.blender.org/maniphest/task/edit/form/1/ > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers