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Importing Alembic with Python?

Posted By animagic 6 Years Ago
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MIDI3D
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Is this a process that I should wait for a script or plugin to be released, or is it simple enough for the rest of us that don't have a working knowledge of Python to be able to do now?

Thanks in advance
Rampa
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Nice of you to remember. I made this one a long time ago. Now had a chance to import as alembic :)

BTW. The material/mesh name does not matter. It can be anything.
The object name though does matter and it must match the name in the alembic file.



That reminds me of when I made an ocean in Blender that was retroactively animated by a skeleton rig. It was pretty tricky, and involved a lot of little bones spread over the grid. 

Loading a mesh animation is waaaaaaay easier! :)
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Rampa (12/21/2019)
Thought I would mention that Blender ocean sim is the same algorithm as Houdini. But free, of course! :)

Nice of you to remember. I made this one a long time ago. Now had a chance to import as alembic :)

BTW. The material/mesh name does not matter. It can be anything.
The object name though does matter and it must match the name in the alembic file.






GOETZIWOOD STUDIOS
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Rampa (12/21/2019)
Thought I would mention that Blender ocean sim is the same algorithm as Houdini. But free, of course! :)

Not really, not anymore, all was based on the open source HOT. But since, SideFX developers have raised the bar far far above of what HOT is.
Nowadays there is no comparison, Ocean and Water simulations in Houdini are at another "level" of what you can do with HOT (and with any other 3d application on that matter) which didn't really evolve since its creation.
Not saying HOT is not nice or obsolete, but it is like comparing iClone native particles with PopcornFX particles ;)

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Rampa
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Thought I would mention that Blender ocean sim is the same algorithm as Houdini. But free, of course! :)

AllenLee (RL)
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Sorry everyone,

Actually, this API (LoadAlembicFile) is an experimental function but the official description is not marked.
We are making our official API page better internally.
And this API can only be used to load the alembic data into the soft cloth track of the object.

Allen
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Just a quick couple of tests using Cinema 4d

The first is the melt Deformer



The Second is the Twist Deformer



These are just quick test to get the workflow sorted.

Chris.
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I will frequently be checking this thread and the marketplace in hopes that you do! For me, this would be my last hurdle to fully embrace iClone as my main program instead of just a very, very nice plugin. Thanks for giving me something to look forward to, hopefully in the near future!  :)
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animagic (12/18/2019)
A special thanks to Guy for noticing the Alembic API function in the first place and then showing that it works with external files../..

Oh don't mention it, it's not like the LoadAlembic method was hidden or something, it's just there in plain sight and not even marked as "experimental", while the LoadObject (Props,..) is, which is kind of weird.

animagic (12/18/2019)
../.. I don't master Houdini at all, but I'm interested in learning it (it's on my to-do list). For me it would be great if we could import wave simulations for example.

Yes Houdini is quite a beast, it opens doors to things you couldn't imagine doing with any other 3d application. It is not the easiest one to learn though, but nothing is impossible, with time and efforts, elbow grease and patience, it is certainly possible. But this is the kind of software if you don't read that (f*cking) manual, you won't be able to "guess" how it works ^^.

Regarding wave simulations, you can already import those into iClone through displacement and normal maps (using the Tesselation and Displacement features in iClone). You can create the grid (Plane/Floor) directly into iClone, activate Tesselation and use displacement and normal maps from Houdini (or from any other wave simulation software for that matter). You won't get vector displacement though, only normals displacement but that should already work pretty well for most of the cases. But of course now we know we can also import already displaced animated grids too. That said I believe that for this specific effect (wave simulation), letting iClone handle the Tesselation and Displacement through the GPU should be much more efficient than importing massive displaced grids from Houdini.

That's why I thought about crowds, because this is something much more challenging to accomplish in iClone. Houdini can do amazing crowd simulation from low poly, low end game quality to high-end, state of the art, movie quality. The challenge is to import the result into iClone, and clearly, FBX is far from being the most efficient mean. But with Alembic, this is clearly easy and very efficient. In my example I don't have materials but it is just a matter of defining those in Houdini and then addressing those once in iClone to the original *.obj imported file. Once that's set you can then import any alembic file (matching the obj file that is). And all the characters in my exemple are the same one but that is just a detail, I could have different humans running among a horde of Tyrannosauruses, or a bunch of cars and trucks on a highway, that would be equally as easy to import and use in iClone. Could be a flock of spaceships, of birds, anything.. Could be an entire city destroyed by a nuclear blast, that would be as easy too.. A forest of animated trees..(so you can use your own trees and not only rely on speedtrees). etc..

One thing I am thinking about too, is to have actual hairs and hairs simulations (or fur) for hero characters. Of course a mesh of "true hairs" would be quite heavy from an iClone Avatar perspective, but it all depends on what we are after, if we need that kind of quality, there is no reason not to push iClone and our graphic card(s) that far.

And all this is valid not only from Houdini, but also from any 3d application, Blender, Lightwave, XSI, Maya, 3DS Max, C4D, Marvelous Designer, etc.. as long as they are able to export Alembic files.

And this is a feature available TODAY :)

One just has to release a little plugin able to load those Alembic files on the MarketPlace or somewhere. I'll probably do that soon unless someone else does it first.

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"N.O.E." (Nations Of Earth) Sci-Fi TV Show, Showrunner.

animagic
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A special thanks to Guy for noticing the Alembic API function in the first place and then showing that it works with external files. 

I don't master Houdini at all, but I'm interested in learning it (it's on my to-do list). For me it would be great if we could import wave simulations for example.


https://forum.reallusion.com/uploads/images/436b0ffd-1242-44d6-a876-d631.jpg


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