Threshold value that determines whether an angle between two normals should be considered hard (closer to 0 means more smooth).Įnable to force the recomputation of normals.Įnable to ignore degenerate triangles when calculating tangents and normals. Skip empty (pre-roll) frames where there is no geometry and start importing at the frame which contains actual data.Įnable to force smooth normals for each individual object rather than calculating smoothing groups. Skip Empty Frames at Start of Alembic Sequence Starting index to start sampling the animation from.Įnding index to stop sampling the animation at. Per Time Step: Samples the animation at given intervals determined by Time Steps. Per X Frames: Samples the animation at given intervals determined by Frame Steps. Per Frame (default): Samples the animation according to the imported data. The type of sampling performed while importing the animation. If we Merge Meshes but uncheck the Propagate Matrix Transformations we get the following:Įach of the meshes are merged at the 0,0,0 origin. When we import the file into UE4 as a Static Mesh with Merge Meshes and Propagate Matrix Transformations we get the following: ![]() This will take the transformation data contained within the Alembic file and propagate it to the meshes upon merging so they retain their transform data.Ĭonsider the sample scene created below which we export as an Alembic cache. When enabling Merge Meshes, consider whether or not to Propagate Matrix Transformations prior to merging the meshes. If you disable this option, each mesh within your Alembic file will be imported into UE4 as an individual Static Mesh instead. When importing an Alembic file as a Static Mesh, if your data contains several meshes within it, you can choose Merge Meshes to create a single Static Mesh inside Unreal Engine. The following settings are also available:Įnable to merge the Static Meshes on import (this can cause problems with overlapping UV sets).Įnable to apply matrix transformations to the meshes before merging them. The Alembic animation from that frame will be imported as a Static Mesh asset and without animation. Importing an Alembic cache as a Static Mesh will import a single frame, specified by Frame Start value in the Sampling section, as one or multiple Static Meshes. By default, the Alembic Import Type is set to Static Mesh. Import as Static Meshĭuring the import process, you can define how to import your content. ![]() Your Alembic data will fail to load if your geometry contains any polygons with greater than four sides, or if your geometry is made from NURBS or SubDiv surfaces. You will also see checkbox options for the assets within your file that you can choose to include or exclude from the import process (you can also use the top level checkbox to include or exclude all tracks).Ĭurrently, Unreal Engine only supports meshes containing three and four-sided polygons. This window displays the name of the file and location you are importing from. ![]() The Alembic Cache Import Options window will appear where you can define the method/options for importing. Inside the Content Browser, click the Import button and point to your. ![]() To import an Alembic File into Unreal Engine 4: You will need to enable Write Face Sets if you plan to create Materials during import into Unreal Engine 4 as Materials are created based on found Face Set Names. In the Export window under Advanced Options, enable UV Write and Write Face Sets options, then click Export. To export an Alembic cache from Autodesk Maya:įrom the File Menu under Cache and Alembic Cache, select Export All to Alembic.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |