[Bf-committers] Alembic triangulation

Kévin Dietrich kevin.dietrich at mailoo.org
Sat Aug 20 04:56:23 CEST 2016


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.ufrb at 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.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

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[1] https://developer.blender.org/maniphest/task/edit/form/1/


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