Hi to everyone reading, currently I’m doing a project to create a VR app in which you are able to see in scale off-shore wind turbines. Right now, I have an alembic file that I animated in blender and I’m trying to import it in unreal engine 5, but it fails everytime, does anyone knows what is going on?
The images below are the blocks used for the animation and the exporting configurations from blender, and the import configurations on UE5 and the error message.
Its just one turdbine, so what is the point of using an alembic file?
Do things properly;
1 flat disk with some 16 tris attached to one flat stem with barely sufficient tris count to mimic the pole’s geometey.
Then create the shader that fakes the spinning blades and apply it to the flat part in it’s own custom UV.
You are working in VR.
Not on a full scale 1:1 clone.
And to be clear, the 1:1 will never work. Particularly if you instance the single meshes.
On the other hand, if you made a geometry cache with animation of the whole set of however many turdbines, then it would likely perform better than the instanced version but still not as well as the minimum shader version.
Given that the custom meshes I mentioned above should all have a custom UV, you could even just merge the assets together into a single mesh and flat out reduce the cost without any ill effect (you just cant cuatomize the spin time anymore since its one shader and one instance).
Hi, thanks for the fast response! I’m new to UE5, but I believe I unterstood what is your idea.
However, I forgot to mention that the wind turbine in question is a floating turbine, that comes from an OpenFAST simulation and turned into several 3D objects with ParaView. For the necessity to be accurate to real life, I need the animation to come from this simulation, and the best way I found was to use blender to create an animation from the several 3d objects and turn it in an alembic file.
If you, or anyone reading, know what the error is, I would appreciate the help. Thanks
You would need to read your putput log and get an actual error to share if it isnt something you can just read and know yourself.
And also, Ctrl J all the objects before export, then undo so you keep them separate - see if that helps.
But like I said, it really won’t in terms of usability in engine…