[Bf-committers] Alembic triangulation

Adriano Oliveira adriano.ufrb at gmail.com
Sat Aug 20 00:36:01 CEST 2016


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.dietrich at 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 at 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 at blender.org
> https://lists.blender.org/mailman/listinfo/bf-committers

More information about the Bf-committers mailing list