I can confirm the issue with your file, but I can't reproduce it. How did you get a polygon like that? Looks like it has issues with vertex order.
Feb 8 2019
Jan 19 2017
Oct 29 2016
Sep 8 2016
Hi all. Arch Linux just updated to Nvidia driver 370.28 and it doesn't cause Blender/Cycles to crash anymore.
Sep 2 2016
Imported camera focal length is not supported yet, but @Kévin Dietrich (kevindietrich) is working on it. See this post:
Aug 24 2016
Sorry I didn't look hard enough for a similar report...
Aug 12 2016
Jul 1 2016
Hi @Kévin Dietrich (kevindietrich) just wondering why you didn't use the patch? I see that you updated FindAlembic manually, which is of course most important, and granted the rest of the changes I made are mostly cosmetic:
Jun 30 2016
Jun 26 2016
Hmm ok, could be a platform specific bug.. sorry I can't help further.
Hi, do you have "Auto Run Python Python Scripts" on? (User Preferences -> File) It needs to be on for it to work.
Tested with build from yesterday (on Linux FWIW).
May 27 2016
It's the aspect ratio. The formats you selected all expect a player/device that can convert the pixel aspect ratio to the correct display aspect ratio. If you render (F12) you can see how the output looks. I made an image that hopefully explains some things:
May 26 2016
You are right! I tried a stupid simple test again - a RBD cube falling on a plane (without baking to keyframes) and a cube with 2 LocRot keys - export to alembic, import in Houdini Apprentice and it works! Importing in Blender there is no motion on either cubes though...
- In the current paradigm the only way to modify an object after an Alembic import would be to add a modifier to it after the mesh cache modifier.
So baked Rigid Body sims won't work then? :-/
- C++11 (WITH_CXX11) should be enabled in Blender if you use GCC 6, that was indeed recently changed (https://developer.blender.org/rB6115267a845a49bdf9a5d4c701fcf5b995fc499a). I might bump to Alembic 1.6 then, since 1.58 seems to fail with C++11.
Great progress! So nice having the modifier set up automatically, and no glitching anymore! I'm certain you are on top of what needs to be done, but I'll ask just to be sure: Will it be posible to support object transformations (outside of mesh cache)?
May 8 2016
I'm sorry, the HDF5 error was on my end. Turns out HDF Group had made threadsafe and high-level-library options mutually exclusive* in version 1.10.0 and 1.8.16, and Arch Linux had updated to 1.10.0 which was build without threadsafe (Alembic needs this when using HDF5). I found some other issues with Alembic using HDF5-1.10.0 and how to fix them, and made the Alembic developer aware of them. I also communicated the problem with not having the new HDF5 build with threadsafe option to the Arch package maintainer.
May 6 2016
Done (Ogawa + UI) :)
Wow that was fast :) Thanks!
Unfortunately we don't have access to the scene data in the place where the UI for the operator is generated. Now I think maybe it''d be better to replace the end frame setting with a "number of frames" setting?
Hmm.. maybe better to keep end frame then, so us lazy people don't have to calculate number of frames if start frame is eg. 37 ;) Unless I'm misunderstanding that setting in alembic context..
This bug was brought to my attention in D1783, and should be fixed now.
Ah yes cool, just build and tested.
So, I tried to export a super simple RBD cube falling (with baked keyframes), but when importing and using the modifier, there was no animation. I exported with start frame = 1 and end frame = 60. Am I missing something?
Apr 27 2016
While testing Alembic, i found that RPM distros couldn't compile boost correclty due to missing headers. DEB and Arch is fine. Tested using "--build-boost" on Fedora 23, CentOS 7 and openSUSE 42.1 and it works now, making the script more robust.
Apr 26 2016
Hi Kévin, thanks for looking into this.
Apr 21 2016
Apr 19 2016
Forgot to say, updated the llvm.patch since it was outdated. Don't know if it is critical though..
Ok, made it so LLVM 3.4 and OSL always builds.
Apr 18 2016
Thanks for your comments, replied inline.
Apr 7 2016
Sep 21 2015
Well… would rather question the mere existence of 53GBi in ~/.cache/... at all, when dealing such amount of data think you should specify project cache dir, instead of using default one. Also, not sure where does this comes from, afaik Blender does not use that path at all by default (at least, here I have no ~/.cache/Blender). I would assume you defined that path in some user preferences' paths?
Sep 18 2015
Ok, an option would be nice.
Sep 17 2015
Sep 10 2015
Sep 9 2015
Jun 10 2015
Oct 17 2014
Fair enough, just seemed like a good opportunity, new feature or not.
Now that Blender 2.72a is out, I hoped it would have support for sm_52 but it doesn't? Any reason for that?
Sep 30 2014
Wow that was quick! Thank you! :)
Jul 16 2014
OS: Arch Linux 64
GFX: Nvidia GeForce GTX 560 1024MB
Blender: git-master dfe1b9b
Jun 7 2014
Jun 6 2014
Sorry Campbell, it happened on the default Cube scene (and eg. koro_final.blend where MIS is enabled) so didn't think to save a .blend! Here is one now. It isn't even necessary to load an environment texture first - just enabling the world MIS and shift to rendered mode crashes Blender for me.
May 27 2014
Following your steps and playing the animation, when the cube/shards falls I get a single vertex left hanging. Simply selecting and deleting this vertex "fixes" the issue. I don't understand why you would select every shard individually to make them active?
May 19 2014
I'm also on Arch 64 and have this problem too for some time now, on my own compiled Blender-master. Crashes/segfaults consistently, not only when moving an object to another layer, but also when subdividing and then increasing the cuts. Downloading from builder.blender.org does not have these crashes.
Apr 1 2014
I was about to submit the same bug. Small feature but very difficult to live without.
Mar 27 2014
Thanks Lukas, that was it.
Mar 26 2014
Feb 6 2014