@Yegor (Yegor) can you test with 2.78c to see if this was ever supported? Then we know if it's a regression (i.e. a bug) or a new feature.
@Sybren A. Stüvel (sybren), render pipeline will call the frame change post/pre callbacks (this is likely happening via the depsgraph update). So seems reasonable thing to do for alembic export as well?
At least with the current Buildbot builds Alembic export always crashes as soon as I use "Simple" or "Interpolated" children no matter what I set the "Display" amount to.
Sun, May 21
The "object path" is not a filesystem path, so it isn't affected by OS related restrictions. This is something we should address at some point, even though in practice I have yet to see Alembic files with such long "object paths" in them.
Sat, May 20
I agree such hardcoded limits are not helpful, just saying that this might not actually affect anyone in practice.
it's an internal path inside an alembic file, we should not impose any OS related restrictions to that in the first place?
Doesn't belong in the bug tracker I think, so changed type. Not sure paths longer than 4096 are supported by any commonly used OS even.
Thu, May 18
+1 on the motionblur! Also an option to scale the velocity would be nice, and maybe an option to choose the channelname that provides the velocity as it might be different depending on the app that creates the alembic. Thanks!
Wed, May 17
@Sybren A. Stüvel (sybren), mind having a look here?
Tue, May 16
Just tried the approach with the custom property on the mesh. It did not seem to work.
@Jacques Lucke (JacquesLucke) I didn't try this, but you could add a custom property to the mesh, and animate that. That way the mesh has animation data; this might be enough for the exporter to consider it "animated" and export it on every frame. Can you give that a try and let us know if it works?
Mon, May 15
By the way. It's not alembic export related perhaps, but the dynamic paint system itself. I could not find a way to bake animated vertex colors from dynamic paint onto object. Applying dynamic paint modifier simply leaves the first frame of vertex color baked. Deleting it leaves no vertex color at all. But i think alembic exporting should read the information about vertex color from the modifier per frame.
@Sybren A. Stüvel (sybren), another one for you?
Sun, May 14
Wed, May 10
Tue, May 9
Hey @Manuel Rais (g-lul)! Please test with a recent build from the buildbot (see the link above). If it still happens there, can you create a new Manifest Task for this, with some example files? That'll allow us to properly handle this issue. Next to the example files, please also describe what exactly is going wrong; showing a message "Already have a property named: UVMap" is not the same as only exporting one UV map, and knowing what exactly is wrong in the output helps us when debugging.
Fri, May 5
I think I found an issue with alembic export from blender.
Tue, May 2
Hey @Dario Seyb (daseyb), welcome to the discussion, and thanks for the useful information For the Maya compatibility, can you create a new Manifest Task for this, with some example files? That'll allow us to properly handle development of this feature.
Sun, Apr 30
I see, thanks for the clarification.
Sat, Apr 29
To define whether or not a mesh is animated, the exporter only checks for the presence of modifiers and shapekeys. Since your script is using a scene handler and recreating the mesh every frame, it is not possible to know that this particular object is animated (unless there is some hidden black magic I am not aware of).
Fri, Apr 28
@Alexander Mitzkus (zuggamasta) it also works fine in Cycles :)
Thanks for testing :)
Hey there Sybren,
All tests pass in the temp branch! looks like those changes are good to go!
- That's easy to fix.
- Fortunately Windows also understands forward slashes. This means we can use path.as_posix() and avoid the backslashes of hell.
Thu, Apr 27
I resolved point 3 in svn, all flavors of the windows libs now have the binary tools, all others i'm gonna leave up to you , just poke me on irc if you need something tested
Thanks for looking into this.