I have a problem that I havnt been able to solve for a while. Ive imported an alembic geometry cache in to my scen, multiple infact. Im then controlling the timings of these in the sequencer, everything works fine when I scrub the animation and view it in the viewport, howerver when i render it out all of the tracks seem to play from the start and not respect how i have arranged it in the seuencer, they are looping despite looping being ticked off in the poperties.
Very frustrating, is there a fix or workaround or anything i can do to be able to time everything in unreal?
yeah, still no solution for me!! I even re simulated everything in 3ds max withe correct timmings but then it wouldnt import the alembic file if the sim doesnt start at frame 0!
This solution does not work. I feel like alembic is not production ready with lots of bugs.
Unfortunately I can not seem to be able to have the alembic animation to play when I want and how I want (once and keep state of last frame).
Tried pre-roll, post-roll, keep state, project default, etc.
most likely you need to adjust the end frame. I export with 25fps, also set up my sequencer to use 25fps, but Unreal seems to calculate a bit different. There is always a "" at the end of my frames, so instead of 100-250 it says 100-250.
If I simply remove the “*”, the post roll works like intended.
I use this all the time, its not broken, you just gotta check your import/export settings as well as the things I pointed out.
You can even retime alembics pretty well (if they don´t have changing topology).
But also, depending on what exactly you´re animating, alembic isn´t the best format to do so.
For simple transform animations, datasmith works just fine and is much lighter.
I use alembic ONLY for deformations or changing topology like fluid sims.
Ok, will try to adjust the end frame. I also use 25fps. I used alembic because the there is change in topology (I used an animated slice, removing top geometry).