So I can import an Alembic as a skeletal animation by changing the Import Type to Skeletal like so:
If I go into the Animation Sequence, the face animates as expected. I created a montage then tried to get my character to play the animation via blueprint in the Behaviour Tree (since this is for lip-sync animation during dialogues) but my character just t-poses. I’m guessing there’s some sort of skeleton mis-match happening here? I have no idea. I’ve tried:
- Exporting just the face mesh with the Point Cache modifier from 3ds Max in Alembic format.
- Exporting the face mesh with all bones from 3ds Max in Alembic format.
- Exporting all meshes with all bones from 3ds Max in Alembic format.
Same problem each time. My character just t-poses. This was exported from the same .max scene that I used to bring the character rig into Unreal Engine originally in FBX format, so there shouldn’t be a bone mismatch.
The FBX format supports point cache, however it doesn’t seem like Unreal supports importing point cache from FBX, which is unfortunate. Gave it a shot anyway, but as expected no animation is imported. If I import the FBX back into 3ds Max I get the point cache successfully, so the point cache animation is definitely in the FBX file. Basically created a Selection Set including the bones and the face mesh, exported to FBX and specified the Selection Set.
