[Bf-committers] Alembic triangulation
adriano.ufrb at gmail.com
Sat Aug 20 04:38:29 CEST 2016
3) Bad normals when importing from Blender-Alembic into Unreal 4.13 and 3ds
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)
(71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM]
2016-08-19 19:36 GMT-03:00 Adriano Oliveira <adriano.ufrb at gmail.com>:
> 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.
>> > 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
>> > 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
>> 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
>> 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.
>> Kévin Dietrich.
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