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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 <[email protected]>: > 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
