Alembic vs SD orientation issues, still a problem.
Posted: Thu Nov 07, 2013 4:07 am
Hi guys, Jesse and I have just run across this issue and I looked back in the archives of the forum and found this...
http://www.realflow.com/forum/viewtopic.php?f=78&t=600
(the thread was started over a year ago and was last updated as still being a problem in june of 2013)
It seems that for some time now the orientation of alembic files has been wrong and not matching what gets exported from maya (or other dcc package) via SD exporter and it still has not been fixed..
This is kinda insane....
I know that I can "rotate and flip an axis" back in maya to temporarily fix the problem, but that's unfortunately, really not the end of the problem...
Additionally, it seems that the curve based transform animation (haven't tested deformation yet) coming from alembic and SD formats do not line up either. I suspect a curve or tangent interp difference between alembic and SD? I assume that the SD is correct and the Alembic is not ? but its hard to be exactly sure what is going on..
Also, FPS changes, if you import your sd and alembic geo, and then change your FPS..
The alembic will scale its time to start and end its animation to the new FPS, so a 24 frame animation at 24 fps will stretch to 36 frames at 36fps. vs the SD will still play back the whole anim in 24 frames.
I made a simple test file in maya, and exported it in both formats.
I can't attach the files, because we're locked down here at work, but this is how to recreate it.
created 3 text objects as ref X,Y,Z placed each on their respective axis,
animated them from 0 to 1 in their respective axis over 12 frames, and then back to 0 by frame 24.
Export the three pieces of geo as SD and ALEMBIC and then bring both into a RF scene with YZX orientation set in the prefs.
The SD will look correct and the motion down each positive axis will be correct..
The alembic file will look like it needs to be rotated around the Y by -90 to line up correctly.
additionally the transforms are reversed so the keyframes on the X object are now on the Z channel
and Z is on the X channel.
I hope these errors can be fixed soon!, its really keeping us from using any of the shiny new features in production, which is a shame.
thanks and let us know!
-johnc
http://www.realflow.com/forum/viewtopic.php?f=78&t=600
(the thread was started over a year ago and was last updated as still being a problem in june of 2013)
It seems that for some time now the orientation of alembic files has been wrong and not matching what gets exported from maya (or other dcc package) via SD exporter and it still has not been fixed..
This is kinda insane....

I know that I can "rotate and flip an axis" back in maya to temporarily fix the problem, but that's unfortunately, really not the end of the problem...
Additionally, it seems that the curve based transform animation (haven't tested deformation yet) coming from alembic and SD formats do not line up either. I suspect a curve or tangent interp difference between alembic and SD? I assume that the SD is correct and the Alembic is not ? but its hard to be exactly sure what is going on..
Also, FPS changes, if you import your sd and alembic geo, and then change your FPS..
The alembic will scale its time to start and end its animation to the new FPS, so a 24 frame animation at 24 fps will stretch to 36 frames at 36fps. vs the SD will still play back the whole anim in 24 frames.
I made a simple test file in maya, and exported it in both formats.
I can't attach the files, because we're locked down here at work, but this is how to recreate it.
created 3 text objects as ref X,Y,Z placed each on their respective axis,
animated them from 0 to 1 in their respective axis over 12 frames, and then back to 0 by frame 24.
Export the three pieces of geo as SD and ALEMBIC and then bring both into a RF scene with YZX orientation set in the prefs.
The SD will look correct and the motion down each positive axis will be correct..
The alembic file will look like it needs to be rotated around the Y by -90 to line up correctly.
additionally the transforms are reversed so the keyframes on the X object are now on the Z channel
and Z is on the X channel.
I hope these errors can be fixed soon!, its really keeping us from using any of the shiny new features in production, which is a shame.

thanks and let us know!
-johnc