I’ve have no issues importing an .abc file animation when that mesh upstream wasn’t related in any way to a common scale/coordinate system used in the project. Now when I import a given .abc, a snake with a PathDeform WSM modifier (requiring Alembic) I don’t see it in the canvas or when opening it under Edit. I exported the same object as fbx and UE4 returned a warning that the object was very small, also couldn’t see it, that I should check export options in FBX export window for scale.
This snake mesh was made to animate along scan-based geometry, branches and large cobble, set to meters. I set 3ds to meters before importing the terrain objects and snake, and after applying the PathDeform modifier to the snake linked to a spline describing its path, I exported in meters. So, I thought since UE4 lives in centimeters, maybe try exporting now in centimeters. When I do so and export as fbx, I now see the snake, of course no animation, and when I export as .abc I still don’t see the snake.
Can somebody explain to me the workflow that begins in meters of source fbx meshes for the environment, then requires animations as described to end up scaled and aligned correctly in UE4? I’m sure it’s simple, but sure seems to defy logic presently. Your help much appreciated!