Sat, Dec 9
Fri, Dec 8
The comment in the program code says, that the export could be optimized. This is not the same as saying it is broken :)
Anyways, please can you provide example blend files which demonstrate that the collada exporter breaks data?
I'm sorry to resurrect a 5 years-old thread, but Sean is correct. Blender exports bad UVs.
Thu, Dec 7
Wed, Dec 6
I've implement a few lines to "use existing" Material again.
People still ask me to modifiy the Script to implement that time saving function:
Wed, Nov 22
Thanks, let me set my report to Invalid in that case. If you can't reproduce it then it might be something else that's messed up on my end. Thanks for your time.
Mon, Nov 20
Since last asking for information it has been 7 or more days, due to the policy of our bug tracker we will have to archive the report until the requested information is given.
Tue, Nov 14
Limitation: the functionality is not implemented at all, code is working as it's expected within a given limitations.
Bug: functionality is there, but does not work as it is designed to.
What's the difference between "bug" and "limitation"? To me, this very limitation is a bug, as the feature claims to import SVGs, and the imported thing looks quite different from the original thing.
Yes, I checked with "hand_ik.L", that is your active bone on provided file.
Here some alembic from Houdini, attribute foo animated on 10 frames int float and string. It's look like weird, I dont realy understand how animation work in alembic. I hope it will be useful !
Mon, Nov 13
Hi, Did you look at the "hand_ik.L" bone specifically? The other side seems to be working fine.
Can't reproduce here (Windows 10, 2.79). Sliders did'nt change after export.
Can’t don anything with that, error message merely states Blender cannot find (or cannot access) the FBX file, that’s all…
Thanks for the info, this is very useful. I have implemented reading support for those properties in my private branch, albeit without animation support and not yet for all object types (currently at object itself and mesh data, and only in .arbGeomParams).
Sun, Nov 12
Nov 10 2017
Attaching file here so it's never lots
Thanks for the report, but it's a limitation of our rather simplistic SVG importer: it creates single Curve object per <path /> and tessellation happens on that curve. The tessellation is not friendly (and can not be reliable enough) if curve have self-intersections, which is an exact reason of things failing here.
Nov 9 2017
Little workaround that might give a some insight to this bug:
Nov 7 2017
News from Guerilla render's dev :
Guerilla reads similary way .arbGeomParams and .userProperties.
Nov 6 2017
Nov 5 2017
Nov 3 2017
In houdini, if I change the type of the attribute, for example to int, it continues to write in ArrayProperty of type int.
With houdini it is possible to put several values in an attribute and now we can see the arrayExtent envolve.
Ok, here an abcls from houdini alembic with a string attribute foo_houdini
Nov 2 2017
Indeed we have already asked ourselves this question but I don't realy know, I don't know if it's a Maya export restriction or if it's alembic who owns just this type of container, will ScalarProperty exist?
Nov 1 2017
I noticed that the custom properties are arrays of extent 1 (for example, "guerilla_tags": ["foo, bar"]. Do you have any idea why that would be? Why not simply write them as Scalar properties instead, i.e. "guearilla_tags: "foo, bar"?
Hello, after our discussions at the bconf I thought it wise to propose a little synthesis about the management of Custom Properties and Alembic.
Please read my answer above (especially first sentence… and the last line as well). You “just” have to learn how to use that complex piece of exporting tool.
Oct 31 2017
I don't think you looked at the animation output carefully enough.
in Blender block1 rises gently, block2 rises and turns, block3 drops quickly and block4 rotates about.
Committed as rBAfde4fe14b77cb4c91
Thanks, LGTM (aside from simplification noted in comment below), will commit.
Can’t see any bug here, if you only want to export anim in your scene 'as it is', then disable the NLA and All Actions exporting options. And afaict all actions are OK (doing what they are supposed to do), though maybe you could reduce the level of simplification for some, given how “twisted” the rotation curves get… Anyway, see no bug here.
I have a little hack that I have been using to remove duplicate materials:
Having to call scene.update in such cases is expected (you have same issues when e.g. manipulating meshes from bpy API, if you need actual resulting data of those manipulations, you'll have to enforce an update yourself, as the one triggered by regular scene refreshing from UI will likely not happen soon enough).
@colin (col-one): you wrote "If i can send you more complex alembic i will do it soon" -- any progress on that?
@Bastien Montagne (mont29), afraid it's one more for you :)
Oct 27 2017
Please add this Bastian, It works perfectly and saves a ton of time for us Game devs.