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No words can express how thankful I am for this video. I simply can't believe I spent the past few years limiting myself to just bone and rigged animation for Unreal, not being able to go crazy in Maya with deformers, clusters, jiggles, cloth, etc... Man! Just can't forgive myself for this! hahah. And the most fantastic thing is that you can also drag your cached animation to the Sequencer. Superb!
wow , thanks I glad it helped 🙂 I would love to see our work, come join the private facebook group and share your progress: 👉 facebook.com/groups/animatorartistlife And subscribe for more tutorials coming every month
If you match the names of materials inside Unreal with that of the shading groups inside maya(not the materials but the shading groups associated with materials inside maya), then the materials will automatically connect too. You won't have to reconnect them one by one inside Unreal. So basically you have to rename all materials inside Unreal just once for each asset.
I've been stuck here for an hour or so maybe, trying every damn alternative I can, to the point I was gonna hand animated my object, really thankful and lucky that we already have this gem of a tutorial. I'm very grateful and now I'm closer to finishing my project :)
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OOOOH MY GOD, IT IS INDEED THE DEVIL´S BUTTON, you are a life saviour. I spend the last 8 hours trying to separate textures, and spend hours in maya just selecting every single face to apply a material because I saw it in other tutorial, but that guy in the other tutorial mention to have that bloody button tun on! So I spend my time just trying to makes textures work with that button. Thanks a lot for this video!!!!
Thanks for watching, I'm glad it helped 😊 If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Just a heads up When you export the model fbx to get the materials, don't do so from a reference because it doesn't work. Also, when putting the materials on, its going to compile the materials and take a long time. Its easiest to check the part with a material thats already compiled, so you don't have to wait for it to load. Even though its the wrong texture initially you then see what part it is and can put the good one on immediately.
@@AnimatorArtistLife I had 3 objects in an alembic sequence which are placed far away from one another, I exported them and imported in unreal but I can only get middle object and they got vanished:( Why is this happening
wow, hero no, but it makes me happy my videos are helping others thank you. If you really found them helpful you can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Great, thanks for commenting, I'm happy its helped you. You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Got it to work with Flatten Tracks on and without embedding media on the fbx export. To do this, import an static frame of the geometry as a fbx into Unreal, all materials attached. In Maya its important to do the following: named al the material nodes in the hypergraph the same as the Shading Group with a token such as "_mtl" on the end of the name. Once imported to Unreal the remove the _mtl token, it is important that the texture files have the Shading Group material name. When exporting the alembic use the strip namespaces option to clean up any prefixed naming from references. When importing the alembic as a geometry cache into Unity opt for find materials - The materials are found automatically this way, whether flatten tracks on or off - that's it -- let me know if you have any more questions... 🐦
Sorry I missed your comment!.. this sounds excellent, thanks for sharing! :) I hope to see you in the Patreon community 😊 patreon.com/animatorartistlife where you can get access to my project files, client project videos, and access to my new character animation rigs I'm building for all supporters!. Also Don't forget to join the discord group: discord.gg/g6REvhbWGP 🙂
@@AnimatorArtistLife Maybe you can help me one more time, is it posible take out all motion blurs, I want to do a clean render as an playblast from Maya. I took off motion from the camera, from the post process and switched the AA and I’m still having blur from movements. Any idea how to fixed ? Thanks in advance !
@@gustavoruivinho3317 if your getting Motion blur in your playblasts from Maya , you must have it turned on in the viewport 2.0 settings. In the camera view main window menu under RENDER, NOT the main menu, the small one for each cam view. go RENDER then VIEWPORT 2.0 and click the little box for settings turn it off there.
lol.. thanks 😊... I'm just happy it was helpful. if you want to get the files from my lessons and behind teh scenes etc , you can join my patreon here: patreon.com/animatorartistlife . you can also Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Glad I could help! thanks for the feedback. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/ And if you want to get the files from my lessons, you can join my patreon here: patreon.com/animatorartistlife
You're welcome! I'm glad it helped - You can now support me by buying me a coffee at www.buymeacoffee.com/animartistlife . You can donate a one-time very small amount, or there is a monthly membership, where you get rewards and VIP treatment 😊
Awesome, I'm really pleased it helped, thanks for watching. At my studio we use After effects for compositing because of the motion design we also produce, but I know Nuke is awesome for vfx and film. I was thinking of making a tutorial on rendering and compositing Cryptomatte passes when I can Thanks again 🙂
Hello sir, would you please show us how we can use more than one alembic/usd caches( as like run, walk, dance etc. on the same character and keeping the all materials?
Hey, I don't think you can, that's the thing with alembics, they are their own entity for each animation. I still prefer to export a master rig fbx, then any animations you just export the joint anims, then in UE you can use your master character and easily swap between animations
Hi, first of all awsome video, thanks! I am having a peculiar problem at importing my alembic to unreal is there any way i Can send you a vid of whats happening, hope you Can help me.😅
Hi, thanks for the feedback on my tutorial, it really helps me to make more. What exactly is your issue? I have just started a Patreon page where I intend to offer personal feedback, help, and give away my project files, you can support and join here: 👉 www.patreon.com/animatorartistlife 😊
When I tried importing the alembic file I got an error saying "Unable to import mesh due to a face consisting of 5 vertices, expecting triangles (3) or quads (4) " not sure how to troubleshoot this issue. If you can help that would be greatly appreciated!
Hi, its because you have one or more polygons with 5 sides, Unreal can only accept quads or triangles, so three or 4 sides. In fact this is generally good practice in Maya also. To fix in Maya select the mesh and go to mesh > cleanup, and open the options... check look for polys with more than 4 sides, but make sure select is checked not fix... it will highlight the exact poly that is giving you the trouble, then fix it manually, hope that helps
@@AnimatorArtistLife Thank you I got it to work! However, my animation has a constraint. So how can I import an animated mesh with another mesh constrained to it? (its naruto mesh holding a rose mesh)
@@mythsfuture3201 you need to bake the animation on the rose mesh he's holding, then export as a separate alembic. if its in a group node you may need to use a locator to remove the parenting and get it into the root and bake all keyframes. try it, once exported just open the alembic cache in a new scene to check it plays ok
@@AnimatorArtistLife I did bake it and import it into unreal. however, its not following the same direction as it was in Maya. So it doesn't fit into Naruto's hand animation like it did in Maya. Do you mind if I email you my maya and unreal project files so you can see what I mean?
@@mythsfuture3201 Maya and Unreal have different axis, Maya is Y up and z forward but Unreal is X forward, I normally ahve to rotate 90 degrees. Just play with rotating your alembic in unreal till it fits
Hey, select your geometry then go add to sequencer, then add a geometry cache track. Now as you scrub your timeline it will play it back, You can now render this with the movie render queue 🙂
I don't use Blender but it would be the same process. Alembics cannot store materials. so you export your alembic as in the video with UVs, then in Blender, create new materials and apply your texture maps, the add to your character
oh my fucking god! thank you so much! Ive been stuck on the process of creating cloth animation in Marvelous design then texturing in substance painter but when I imported alembic file into U4, I couldnt get textures correct.
you are welcome! I'm glad it helped. I'd love to see your work, Come and show it in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Sadly, I think this creates a material slot for every object. So if you have rigid body destruction animation cache with hundreds of objects, that means hundreds of draw calls.
Hey Fabian, that's not the case for me, or I would have more materials for all my characters geometry parts. like eye lashes, accessories etc. if I have one material assigned to 5 objects, I will only get that one material in my alembic. Can you check your simulation is not assigning different materials or ids to each particle perhaps? thanks
@@AnimatorArtistLife Blender allows you to assign the "interior" mesh (e.g. broken concrete) material ID, but that's about it. But I'm not sure you avoid my issue using Maya.. why would your left and right eye take up two material slots (0 and 2) at 14:09? I haven't tried Houdini yet but since I'm doing a rigid body destruction sim, my backup plan is to layer a bunch of (single material) allembics on top of one another :)
@@mjfabian86 hey, sounds like your software is automatically applying a separate material to each particle. can you do a standard geometry cache of the simulation, then delete history (or equivalent in blender?) then apply a single material to everything, then do your alembic cache? if not try and ask on teh blender forums possibly. ps, you can join the private facebook group I created here: facebook.com/groups/animatorartistlife
You're welcome, thanks for commenting. If you want to support the channel I've started a Patreon page where you will get most of the files from my lessons, and when we reach 25 members Ill open a discord channel for personal feedback on your work. patreon.com/animatorartistlife thanks 😊
Hi, I'm not sure what particle system you mean? I am exporting character animation here. But you can probably convert your particle system animation to geometry then cache as an alembic to bring into Unreal
HI, it sounds like you have some faces with reversed normals. In maya select the geometry then go >Display >Polygons >Face normals and see if those faces are facing inwards.. you get little makers indicating which way, they should all be coming off the geometry. You can select that face and hit reverse to fix... let me know if this fixes it, cheers
Hi, after adding your almebic to the sequencer you need to go to the submenu on your sequencer layer and add a "geometry cache track", then select your alembic
Your tutorials are awesome, thank you so much! One question I have - is there anyway to import alembic to UE in order to make motion blur to work correctly with that alembic? For me there is always no motion blur on those alembics meshes, except only from camera animation blur.
Hi Andrei, thanks for the kind words, regarding your motion blur, sorry Im not sure how, as alembic isn't physically moving from point A to B, UE does not know how to apply blur. But there maybe another way, Id try asking in the Unreal forums, sorry I couldn't help on this issue, if you find a fix please post back for others to see. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Awesome stuff. And if you were exporting a bifrost liquid simulation, you’d just select the liquid mesh node before the alembic export or all the bifrost nodes too?👍
Huge apologies Dan I missed your comment! I'm not too sure with Bifrost, you would need to convert to polygons first I imagine, which I think there is a node in bifrost for. Let me know you got it working, thanks
I dont think it can, but UE is progressing so fast, I haven't tried in 5.2 it's probably best to ask in the unreal forums to get an answer, let us know what you find out, thanks
Thanks for this is great. however to take the guess work out of which goes where, in maya you can assign the name to the material part (the blue node right to the main material) and the name will show in unreal. : )
Awesome thanks for sharing, I think I tried this a while ago, and naming the shading group instead on the material etc but couldn't get it tow work, I'm glad you've done it, proves it can be done, thanks
@@ravi5879 Hi... @free nomon was referring to the shading group node.. in your hypershade if you view graph view your input and output on a material you will see it at the end.. it has "SG" at the end. But I did try this once and could not get it to work. I'd be interested if others can, thanks
Hey, your tutorial was really useful, but as you said parented objetcs like guns books etc do not work even if I'm reparenting the object, in fact my character is holding a guitar on his back, I tried everything and it's seems like UE5 do not understand this parenting , even if I see that on my alembic the guitar came well setted on my character back, when i'm importing it to UE the guitar is on the ground.... I really want to find a way for it to work, could you help please ? :(
Hi, UE will pop it back to world zero, so you will need to bake out the guitar for in Maya, and it needs to not be in a group node in Maya. So you can create a locator and parent that to your guitar on constraint group node in Maya, ,… then bake this, bake all frames.. then remove your guitar from any nested groups, and parent your guitar to the locator, then bake the guitar all frames. Then you can export this as an alembic and it should be in the correct position. I hope this helps!
Hey thanks for the feedback. I'm not totally sure, but I imagine you would set up that material in Unreal , there are a few tutorials on how to use image sequences in materials, then just apply it to your alembic. Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Hi, Ive never heard of this error, are you exporting from Maya? make sure you have ok normals in maya, you can view the normals, and also go mesh display > Normals.. set to face, and other options. Also make sure you have done your UV unwrap.
Hello, have you come across the best UE5 "EXR" render settings for Alembic animated characters. When I render EXR's, I get ghosted blurry alembic assets in the output renders. Thank you for this video!!!!
Hi, are you using the high res movie render queue? you will get clear renders from this. There are a few good videos on youtube about the best settings, for anti aliasing etc
AMAZING!! Have you made a video exporting Alembic to Unity? Have you seen Alembic not working in Unity motion blur? Another question, have you tried USD to Unity and UE4?
Hello again. I am having proble with one of the characters. her eyes hair and teeth gets off the face in certain frames,. its like they are separated from the body while I imported as a single file like you did here
Hi Sorry for the late reply, I've been away. Are your characters eyes etc skinned and weighted or parented? If they are parented or even inside groups, Unreal snaps them to world zero position. You'll need to bake them first. Sometimes I've had to create a locator, parent it to the geo in question and back this. Then duplicate and parent the geo to this locator and bake again
hey, I haven't had a proper go yet, it doesn't work with alembic though, you'd have to reexport. For characters I've moved to a normal rig and exporting the joint data using Advanced Skeleton plugin., its easier and way smaller file sizes. I might try live link with this, but its very quick to re-export over the file and click reimport in unreal, Always open to hearing other work flows though 🙂
It didnt work for me... gave me this error Unable to import mesh due to a face consisting of 5 vertices, expecting triangles (3) or quads (4). Updated: I triangulated and was able to import into unreal However the eyes are at the origin.... how can i fix this?
Hey, yes you can only have quads or triangles, you should never have a 5 sided polygon in any 3D app. RE the eyes, you need to freeze transforms or their groups in place, so at 0,0,0, they are in place, or UE will always move them to world zero
Hi Ryan, sorry Im not sure what you mean? what are you referring to with "I don't have any file format"? You need to select your geometry in Maya and export an alembic cache file as show in the video
Hey, you can add it to a sequencer in the normal way, and use a geometry cache track. Or if its for a game, yes you can use blueprints, but I'm not a game developer so wouldn't know exactly how, but yes definitely 🙂
Hi there! Great tutorial really insightful stuff! Not sure if his is possible but does this method work also for fluid simulations and biforst such as waterfalls just because I'm trying and it doesn't seem to working so I feel like I'm missing something :) thanks!
Hey , it should do, I remember someone else asking similar, I'm not sure how biFrost writes UVs and face sets, but check you have these on when exporting. For a fluid sim you might not need material from Maya, as you can make a good single material in Unreal perhaps
Well, despite the usefull note about the devil option, you actually missed the key trick which allows you to apply the materials automatically during the abc import, so you don't have to do it manually and painfully afterwards. If you read carefully through the white paper about the production pipilene of the Fortnite you can find a note mentioned there: in order to get the materials applied on your alembic cache you have to have them applied on a face level, rather than a mesh level. But there's one more thing to be aware of: the abc cache don't hold the matarial name, but it's parent shading group instead. So, as you imported the materials in first place , you have to rename them into shading groups (basically, adding SG at the end of the material name) so they can be found and applied during the import of the animated cache. Oh, and you do not need the "create materials" option to be turned on if you already have the materials you need. Best regards.
Hi Alexey thanks for your feedback and contribution. I played with setting face sets etc before using this method but didn’t have much luck, maybe it was the Shading group names you have mentioned, that’s great thank you for sharing that. ..But I also found that adding face sets on some characters was quite time consuming and a bit of a headache, and once I got going on my method I found it didn’t take long to drag and drop the material onto the alembic in Unreal. I have since moved character animations away from alembic and using joint and blendshape based rigs, as my rigging tool advanced skeleton now has great game rig functions. But I will still be using alembic in unreal for many other things Thanks again, great to share, it helps everyone 😊
@@Djmixtacy Epic's blog post: www.unrealengine.com/en-US/tech-blog/explore-the-real-time-pipeline-behind-fortnite-s-trailer The white paper: ue.unrealengine.com/UE-Virtual-production-Whitepaper.html
So is there no opportunity quick way to apply new materials? It takes so much time to correctly apply materials to my car mesh as there is a plenty of materials and it irritates me to see Element 0, Element 1, Element 2 with a texture WorldGridMaterial.=((
@@romangulyaev2383 No, there IS a way to auto apply materials on import. You have to have them on a face level applyed and properly named in UE - use shading name instead of material name.
Thanks for this, very helpful. Is there away to attach an emitter to a geometry cache actor? and have it move with the animation? I've got it attached but since the actor itself isn't moving the emitter doesn't move. Not sure how to actually attach it to the moving object.
Hey Leigh, the only way I can think of is perhaps in Maya create a small sphere attached to the hand, then export this as an animated fbx. Then in Unreal position it to match your alembic, then hide at and parent your emitter to this. If not you can try asking in the unreal forums, let us know if it works, or find another solution. It would be great for everyone to know 👉 PS I'll be stating a Facebook group very soon, this is exactly the kind of conversations we can have more in detail there and help each other, keep an eye on the community tab of my channel for a notice of when its live in the next day or so
@@AnimatorArtistLife Ha! I did this exact thing, sphere and everything. It's a pretty convoluted workflow but it worked a treat. Did have some problems getting the FBX in at the right scale / position etc, but was easy enough to manually fit it in. Also posted on the unreal forums, linking to a skeletal mesh was also suggested, though for my purposes this seemed overkill, was a plane, not a character.
@@francis_leigh Awesome glad you got it sorted. I've actually moved away from alembic for characters but still use it for all animated props etc. For characters I export one character mesh, then all animation is just the joint data, much smaller files sizes. hey I just started a brand new private facebook group, be good to discuss things like this, would like to see you there: 👉 facebook.com/groups/animatorartistlife/
Great tutorial man, btw is there any way to tell the alembic when to start and stop the animation in unreal? I can´t find any information about it. Thank you so much.
hey thank you! I think if you use the sequencer, add a geometry cache layer and choose your alembic, then you can trim it and have different options there for playback. There will also be a blueprint way but I dont have much experience with them . Come and show your work in the private Facebook group: 👉 facebook.com/groups/animatorartistlife/
Hey, have you ever had issues when exporting an animation you duplicated from blender/ maya to alembic and imported to ue4 resets the location/rotation/scale of the bones/mesh you duplicated to their original positions from where you duplicated the animations from? I've tried everything but no matter what, only when I import into ue4 do the meshes reset their positions to the original location rather than the new one. In my example it's a vase of flowers and I just copied the first animated flower a few times but they all snap back to their original locations once they're imported into ue4 (as alembic).
hey sorry for the late reply, I missed your comment. The mesh by default in maya will be reset to world zero inside unreal. You can either include some positioner geometry in Maya to manually match the position in UE, or I think you could parent it under a single bit of geo like a sphere at world zero then it might respect its positions then hide it in UE. But Also make sure you "freeze the transforms" in maya in position you want before creating the alembic. then try exporting again, this may fix it, let me know if that works
@@AnimatorArtistLife yess i have ticked "embed media" in maya same your clip, but i can't see textures in unreal engine 5. what do you know other problems? :(((( please help me. Thank you in advance.
Maya doesnt understand if shaders are Arnold or Vray etc, so they have to be standard blinns or phongs. I often add a basic material in maya, then in Unreal replace with a nice Substance source material
Hay can any one help with this! I have created a lottery ball simulation in maya and want to render them out in unreal Engine but its not working the textures are not coming on the balls, I have created alembic of the ball simulation and try to import it in unreal but the textures are not appearing properly ,the balls are half black and half textured even I have uncheck the “Flatten Tracks” option as well but its not working. if any one has solution please help.
Have you checked "write uv sets" "color sets" and "Fasce sets" when you are exporting alembic in Maya or your 3d app? Then what happens when you drag a material to the material slot in Unreal?
Question, I have a groom on my character, I am having a hard time binding groom to the alembic animation. Is there a way to bind the groom to alembic animation? I designed groom inside maya and cached it and imported in UE4, any help would be appreciated. Thanks for the process of importing the alembic animations, it was very helpful :)
Hi, sorry I havent done much groom work or tried exporting to Maya. I know when unreal first released the hair function you had to export the hair as a separate alembic, but know they have a better system now. I imagine you wouldn't bind the hair to the alembic, but bind to the original mesh, then export perhaps, sorry I don't have more knowledge on this Try the Unreal forums, they can be helpful Thanks
@@AnimatorArtistLife It's all one alembic, I went as far as re-exporting it from different programs just to get the same result, could the issue be with the mesh topology? Would ue skip the mesh if it was invalid?
Hey, I figured it out! ue4 doesn't know how to handle subdivided meshes, so if you had subidived enabled on export ue4 won't read those meshes! might be worth mentioning this in the description somewhere
thank you! one more question, Does 'material instance' support alembic geometry? becuz when I put material instance into my alembic geo cache, it becomes unvisible! xD only material (no instance) is working.
Hi, it should do, I haven't tried it but cannot see why not. You should be able to apply the material like a normal material. If not , it maybe worth posting if a material instance can be applied to alembic on the Unreal forums
Hello! Do you happen to know how to do that from Marvelous Designer? That software allows us to export an animated outfit as Alembic too, but I see no option to "keep" the material slots. No matter what I do, I can't get colors T_T.
Hi Lulu sorry for the delay in replying as I've been away. I don't know marvellous design sorry, but I'm sure its possible as another member recently commented that it was useful for their marvellous designer. You could reply to them and ask how they did it, many thanks
@@AnimatorArtistLife Hey, thanks for the reply! I eventually found a solution, I'll leave it here for everyone else: 1) Export from MD as FBX. 2) Open that FBX in Blender. 3) Export from Blender as Alembic. *Tick "Set Faces".* 4) Import the Alembic file in Unreal Engine. Untick "Flatten Tracks" and tick "Create Materials". 5) Import the FBX file (without its animation, there's no need for it). This gives you the materials. 6) Assign each materials to the proper slot in the properties of the Alembic file.
Hey, thanks for all these, super useful. For some odd reason when I try and bring in the body mesh it's unable as there is a face consisting of 6 vertices, expecting tri's or quads. When I triangulate or quadrangulate the mesh in Maya, it gives me the same error. Any ideas, I'm going maaaaaaaaad ;)
Hey, In Maya select the mesh and go to mesh > cleanup, and open the options... check look for polys with more than 4 sides, but make sure select is checked not fix... it will highlight the exact poly that is giving you the trouble, then fix it manually. Im sure it will find one, thanks
@@AnimatorArtistLife Thankyou! It was a bit of a needle in a haystack so I dug out an old mesh that was ok and rerigged. One last question please, my deadline is loooming!, when I import the model the smooth mesh is not enabled, making the alembic look blocky, any ideas? Thanks!!
@@davidhallows2389 make sure you have smoothed the normals before exporting the alembic, but don't forget unreal doesn't have a smooth key like the "3" key in maya, you need to have a high resolution mesh sometimes. once you have made that alembic you could also try subdividing by going mesh > smooth mesh but generally as long as you have smoothed the normals first it should look ok in Unreal
@@AnimatorArtistLife Thankyou! Yes, I brought the alembic back into Maya, smoothed the face, hair and other essentials then ran the alembic again, worked a treat. I'll look into smoothing the normals.
hi, Is is possible to update the alembic with different cache? Example I have 4 similar characters, output as alembic cache, instead of going through the process of assigning individual characters materials. Can I have one master static mesh and assign alembic cache to that static cache?
Hi, I think the only thing you can do is add your alembic character actor to the sequencer, and add a geometry cache track. From here you can try and choose any alembic files you have imported, let me know if that works for you, thanks
was so excited about this tutorial but for some reason when I am at the stage of transferring the materials from the static, textured character (fbx in my case) to the alembic cache, the materials do not seem to scale correctly...? So for example, when you dragged the eye_mat to the alembic element 0, in m case the characters eye would just go completely white. Does anyone understand this struggle or could help me out? Much appreciated :)
Hey, the first thing to check would be if your uv layout is the same on the original and the alembic cache. If your using Maya just check both in the UV editor