Hi, I’m very new to Unreal so hope someone can help.
I am exporting animated characters from Maya to Unreal as alembic caches as I’m only using it for real time rendering for film.
I wondered if anyone could describe the correct method of exporting and importing the alembic so that it at least recognises the materials slots from Maya.
I know I have to re-apply them in Unreal, but I’m mostly just getting one material slot, so when I apply a material in unreal it applies it to the whole character.
I need to be able to apply a new material to the skin, the clothes, hair , eyes etc.
After reading as much info as I can find online, I have the export settings in Maya to include Face sets, UV sets and Write UV’s
This didn’t work straight away, But then I only got it to work in Maya by actually going into face selection component mode of each object, selecting all poly faces, then > create set.
Is this really the ONLY way of getting it all to work?
To do this for every part of the character for every scene each time would be a nightmare.
Maybe I’m missing something? … Is there is an easier way to set Material face Id’s in maya for Unreal?
The only other thought was to export all the body parts as separate alembic files, and piece the characters back together in Unreal piece by piece, but again this is going to become messy tedious with multiple characters and scenes.
Unity imports alembics and recognises all materials etc no problem, its really easy to reapply your shaders, But I obviously much prefer to use Unreal
Many thanks for any help,