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Imports the velocities from the Alembic file and converts them to motion vectors. Storing the motion vectors on disc, will increase the file size..
If your geometry cache contains changing topology (the number of vertices changes during the animation), make sure to export vertex velocities from your 3D application and use this option.
Forces calculation of motion vectors during import. Storing the motion vectors on disc, will increase the file size..
If your geometry cache does not contain changing topology (the number of vertices changes during the animation), use this option.
Include motion vectors to calculate the vertex velocities of your model and use them to calculate motion blur.
Currently, Geometry Cache assets do not support an adjacency buffer, which is required for tessellation setup. As a workaround, you can import an animation as a Skeletal Mesh with morph targets (which is a more compressed way of importing) as this will support tessellation.
This method imports the Alembic file as a Skeletal Mesh containing base poses as morph targets and blending between them to achieve the correct animation frame. Importing as a Skeletal Mesh is the most efficient way to play back an Alembic animation, as long as the vertex count does not change.
During import, your animation sequence will be compressed using a Principal Component Analysis (PCA) scheme, in which common poses (bases) are extracted and weighted to compose the original animation during playback time. When importing as a Skeletal Mesh, in addition to Sample, Normal Calculation and a Create Materials option you can also define the percentage (or fixed number of bases used) to tweak the level of compression.
Determines how the final number of bases that are stored as morph targets are calculated.
Generates the given percentage or fixed number of bases as morph targets.
This is one of the more important aspects for the level of compression. Entering a low amount of bases compresses the animation more, but fine animation detail may be lost. Conversely, entering a high number of bases results in less compression, but retains more animation detail.
Sets the minimum percentage of influenced vertices required for a morph target to be valid.
This setting allows you to determine when a base or morph target is imported based on your defined percentage of influence. For example, if we have a model with 1000
Exporting Alembic Caches
Importing Alembic Files
Import as Static Mesh
Import as Geometry Cache
Import as Skeletal
Static Mesh Options
Propagate Matrix Transformations
Sampling Options
Normal Calculation Options
Compression Options
Merge Meshes
Enable to merge the Static Meshes on import (this can cause problems with overlapping UV sets).
Propagate Matrix Transformations
Enable to apply matrix transformations to the meshes before merging them. (See Propagate Matrix Transformations.)
Generate Lightmap UVs
Enable to create lightmap UVs on import.
Sampling Type
The type of sampling performed while importing the animation. Per Frame (default): Samples the animation according to the imported data. Per X Frames: Samples the animation at given intervals determined by Frame Steps. Per Time Step: Samples the animation at given intervals determined by Time Steps.
Frame Start
Starting index to start sampling the animation from.
Frame End
Ending index to stop sampling the animation at.
Skip Empty Frames at Start of Alembic Sequence
Skip empty (pre-roll) frames where there is no geometry and start importing at the frame which contains actual data.
Force One Smoothing Group Per Object
Enable to force smooth normals for each individual object rather than calculating smoothing groups.
Hard Edge Angle Threshold
Threshold value that determines whether an angle between two normals should be considered hard (closer to 0 means more smooth).
Recompute Normals
Enable to force the recomputation of normals.
Ignore Degenerate Triangles
Enable to ignore degenerate triangles when calculating tangents and normals.
No Motion Vectors
No motion vectors will be present in the geometry cache. Enabled by default. Choosing this option will result in no motion blur.
Import Abc Velocities as Motion Vectors
Imports the velocities from the Alembic file and converts them to motion vectors. Storing the motion vectors on disc, will increase the file size.. If your geometry cache contains changing topology (the number of vertices changes during the animation), make sure to export vertex velocities from your 3D application and use this option.
Calculate Motion Vectors During Import