ML Deformer Has Difficultly Associating Alembic Track with Skeletal Mesh, Any Tips for Debuggin?

Hello, I’m attempting to evaluate the ML Deformer in UE5.2 and compare it to similar ML techniques. I have a dataset in USD and have used houdini to convert it into FBX and Alembic, but I’m stuck on the warming in the ML Deformer “No SkelMesh meshes found for GeomCache tracks: HoodieSimMesh_sbdv_0”. I can guarantee there is a HoodieSimMesh_sbdv in the FBX I imported to make a sketal mesh, and the path in the Alembic file is also HoodieSimMesh_sbdv. It seems Unreal slaps on a _0, but I think that’s a red herring since the docs say “It is important that your Alembic Track names start with the same name as the name you see in the outliner in Maya” and the share that common prefix. I’m flying bind though since after importing the fbx into skeletal mesh, it doesn’t look like I have access to the mesh hiearchy names to double check. That brings up the point, my fbx has a deep mesh hierarchy, so HoodieSimMesh_sbdv definitely has a bunch of parents. Do all these parents need to be the alembic track name? Any tips would be welcome. Thanks!

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Ran into the same issue! Have you found a solution for this? thanks

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godamn Epic! same! if I bake alembic from the emil example scene it works! a custom scene it doesnt! I get this error message to. so flakey and so little information

Ok answering for posterity and the next folks along. and still no reliable online information from Epic for using SideFX Houdini to generate the ‘correct’ ML deformer training data - even though houdini was used on the ML deformer demo project.! why so shy? the more folks know how to do this the more amazing ML deofrmer examples you will get!
the houdini demo hip file in the artsource folder in the demo also doesnt bake the muscle sim due to errors in the TOPS setup also but again - ZERO further info just dumped non working half ■■■■■ project files. (which were still invaluable btw so cant complain too much)

I got past this part / kind of working (other delta issues but still WIP) eventually by matching the primitive attribute ‘path’ with the same string as the Skelmesh FBX . When exporting the alembic you have to tick in the export Hierarchy panel for ‘Biuld hierarchy from attribute’ and change it to ‘path’ not ‘name’ which is the default. trial and error was only way to solve this. thanks
the path atribute inside of the Emil alembic is ALL set to ‘/GC_upperBodyFlesh_5kGreedyROM’ so be carefull as the metahuman FBXs all have a seperrate upperbody and head path names in my test example