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 <[email protected]>: > 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 > > [email protected] > > 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 > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
