Maya to Unreal Alembic Workflow (The Correct Way)

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  • Опубліковано 6 січ 2025

КОМЕНТАРІ • 126

  • @jso19801980
    @jso19801980 Рік тому +3

    i love these kind of fundamental tutorials, no lens flares, no fancy glowy things..

    • @paultemple5610
      @paultemple5610 2 місяці тому

      Yeah for real. thank you for not starting the video with 30 sec-1min of "hey guys what's up...." self promotion garbage with no timecodes. And you are right: this should be documented somewhere.

  • @Kaylx3
    @Kaylx3 3 роки тому +5

    Wow this is almost exactly what I was looking for. Trying out different pipelines for a short movie but having a clean workflow with Unreal at the end isn't easy at all. So thanks for your tutorial!

    • @Rourker
      @Rourker  3 роки тому +2

      You're welcome! I am currently developing some pipeline tools for animated productions between Maya and Unreal. I would like to have some initial tools out early next year. Still working out how to efficiently make them scalable to work with a variety of workflows.

    • @littlecurrybread
      @littlecurrybread 2 роки тому

      @@Rourker would be nice if you have any updates on tools/workflows as i'm using maya/unreal for short film animations as well!

    • @Rourker
      @Rourker  2 роки тому +1

      @@littlecurrybread updates coming soon!

  • @tommyhogann
    @tommyhogann 2 роки тому +1

    This was incredibly helpful! So weird how there's such little info on this online. Thank you

    • @Rourker
      @Rourker  2 роки тому

      Glad I could be of some help

  • @cheonghoeyi4618
    @cheonghoeyi4618 3 роки тому +1

    Thank you so much, Brendan! Your method works fine for me in UE5. I did a couple of tests and updates, found out those existing models with materials must assign an unused material, then re-assign again by the "Face material" method. Cheers~!!!

    • @Rourker
      @Rourker  3 роки тому

      Thanks for the info. I have yet to try it in UE5, so it's good to know it works there too. Also I am working on a script which will convert your materials to face sets so you won't have to manually convert them yourself. I will post a video of that when I'm done. It's kinda on the back burner as I have some other projects on the go at the moment

  • @autentikum
    @autentikum 3 роки тому

    YOU SAVED ME LITERALLY!!! THANK YOU!!!!!!!!! I was trying to find a way to make this work for last 10 months, even made a workaround with Houdini.. nevermind.. THANKS AGAIN! (instant like and sub)

    • @Rourker
      @Rourker  3 роки тому +1

      Thanks for the like and sub, I don't generally upload very often, so sorry about that. But I'm glad I could help.

  • @imagietmotion
    @imagietmotion 9 місяців тому

    Great video!! Short on mumbo jumbo and straight to the point!! Thank you!

    • @Rourker
      @Rourker  9 місяців тому

      Haha, was it? I feel like I had to give background on what doesn't work rather than just getting to the point and saying what does. That was a conscious decision though.
      You're welcome though, glad you found the info you needed.

  • @gogisa1980
    @gogisa1980 3 роки тому +1

    Love your video sir. Just what I was looking for. Looking forward for more.

    • @Rourker
      @Rourker  3 роки тому

      Thanks, glad it helped. I will post more of these one off videos here but I do plan on starting a more educational channel for 3D in general.

  • @outtoplay
    @outtoplay 3 роки тому +1

    Very very useful. Well presented. Thanks and look forward to more UE stuff.

    • @Rourker
      @Rourker  3 роки тому

      Thanks! If and when I come across something that I feel hasn't been covered or isn't easily accessible/discoverable I will post it. If you have any suggestions I am open to ideas.

  • @raul_mops3174
    @raul_mops3174 3 роки тому

    Man ! i was struggeling with this for weeks ! you save me ! Thanks a lot !

    • @Rourker
      @Rourker  3 роки тому +1

      You're welcome, glad it helped.

  • @TheVijuanand
    @TheVijuanand 3 роки тому

    that's really helpful, was searching from long time

  • @tigermehran
    @tigermehran 2 роки тому +1

    Thanks! whats the equivalent in 3dsmax?

    • @Rourker
      @Rourker  2 роки тому

      Sorry, I don't have 3DS Max installed to try it out. I would guess it would be something similar though.

  • @StillSameSharkk
    @StillSameSharkk Рік тому +1

    You are my life saver!! Thank you!!!

  • @maxie6990
    @maxie6990 Рік тому

    Wow I'm so grateful for the knowledge. Thank you

    • @Rourker
      @Rourker  Рік тому

      No problem, glad I could help.

  • @paulbarcos
    @paulbarcos 6 місяців тому

    tried this but some times Material wouldn't apply 'face sets' on my Mesh. For example, I have this shirt and shorts, only the shirt would have the face sets and the shorts have no face sets, both of the mesh have the shading group already, (selected faces and applying the materials) but when importing to unreal only the shirt have material and the short doesn't even have a material slots, meaning the material in maya wont apply its face sets on the mesh.

    • @Rourker
      @Rourker  6 місяців тому

      Sometimes to force a face set you need to apply a different material first, it's weird like that. I usually apply the basic Lambert to everything and then apply my material face sets.

    • @paulbarcos
      @paulbarcos 6 місяців тому

      @@Rourker thanks! will try your method!

  • @paulcharisse7746
    @paulcharisse7746 Рік тому

    Have you ever got multiple uv sets to import using this cache method? I think it may be bugged. Seems to only work on a static mesh.

    • @Rourker
      @Rourker  Рік тому

      I don't think I've tried. When I get around to it, I can give it a look and see what I find out.

  • @qinghaoli872
    @qinghaoli872 2 роки тому

    非常感谢您的视频,这对我来说很有帮助,感谢

  • @Janovich
    @Janovich 3 роки тому

    Genius. Thanks for sharing

    • @Rourker
      @Rourker  3 роки тому +1

      Standing on shoulders my friend, but thanks!

    • @Janovich
      @Janovich 3 роки тому +1

      @@Rourker Don't we all :P

  • @pyre753
    @pyre753 2 роки тому

    Great video man, thanks for taking the time to make it.

  • @BigfootU
    @BigfootU 3 роки тому

    This was a huge help. Thanks Brendan!

    • @Rourker
      @Rourker  3 роки тому

      You're welcome, glad it helped

  • @WiDOC
    @WiDOC 2 роки тому +2

    There is ONE info missing in this video. I just had the problem where sometimes, the materials simply applied with Face Selection does not work and are simply not existing in the Alembic. For this to work 100%, the material as to be created with the face selected !
    In Maya
    1- Select all your faces
    2- Right Click -> Assign New Material -> Lambert
    Because, for some reasons, If you apply your lambert on the face but the lambert was already existing and assigned to one or multiple object before, the Face Set is not created and the Alembic will warn you with empty Face Sets.
    (dunno if I'm clear enough)

    • @Rourker
      @Rourker  2 роки тому

      Yes, you are correct. If you are trying to apply the same material that your object already has, as a face set. You must first apply a different material to the object, or it won't work.

    • @WiDOC
      @WiDOC 2 роки тому

      @@Rourker aaah xD just lost 2 days on this sh** xD

    • @Rourker
      @Rourker  2 роки тому

      @@WiDOC sorry, it should have been something I mentioned. Thanks for bringing it up for those that are having the same issue.

  • @valentinneagu2951
    @valentinneagu2951 2 роки тому

    is it possbile to import alembic directly with materials on? so if i have a complex material in maya i dont have to redo it from scratch in unreal

    • @Rourker
      @Rourker  2 роки тому

      uhhh, yes and no, there is a create materials checkbox on the import options however this won't create a complex materials. I haven't fully tested what it will bring in properly. I have some ideas in mind to have materials be recreated in unreal from maya, but it is a pretty complex problem and if you are using proprietary nodes in Maya from an offline renderer like Renderman that will likely cause some issues as well.

  • @Trustmebro_69
    @Trustmebro_69 Рік тому

    thanks for this. this was bugging me for a while now :)

  • @webbeveep2243
    @webbeveep2243 3 роки тому +1

    Invaluable help, thank you.

    • @Rourker
      @Rourker  3 роки тому

      You're very welcome. Glad it helped

  • @mustafadheyab6513
    @mustafadheyab6513 2 роки тому

    Hi there , in Maya The polygons are smooth but when we import it in unreal engine it’s not smooth do you know what’s the problem?

    • @Rourker
      @Rourker  2 роки тому

      Hey! I think the issue might be normal calculation, there is a checkbox in the alembic importer to recompute normals, normally this is off but if by chance you turned it on and had a high hard edge angle threshold the model will import with hard edges. If this doesn't work you can try to force it to have one smoothing group and/or recompute normals with a low hard edge angle threshold.
      Hope this helps!
      If you need more help please email me at brendanorourkedesigns@gmail.com and I'll do my best to help you more .

  • @tcrproductions7508
    @tcrproductions7508 3 роки тому +1

    Thanks for doing this, but I have a question. If I'm attempting this with a more complex character, do I need to create the materials in UE4 first? This could be time consuming if I need to plug in my diffuse, normals, roughness maps, etc. in UE to re-create every material there first. I'm a bit new to this process so I may be confused. To be clear, I have this beautiful female character created in Maya, that I would really love to get into UE4 without re-creating the wheel when I import it.

    • @Rourker
      @Rourker  3 роки тому +1

      unfortunately if you need your character imported as an alembic, the materials can't really be imported, there is an option in unreal to create materials, however that will just create materials based on the face sets of the imported file.
      If you want to look into the FBX file format, which I feel is more pertinent to your situation, Unreal can read some basic properties of materials from Maya which you can read about here (docs.unrealengine.com/en-US/WorkingWithContent/Importing/FBX/Materials/index.html). However it is very likely that you will need to create all your materials again in Unreal. But unless you have a lot of materials this shouldn't take too long.
      I will also say that for real-time development, it is generally good practice to keep your material count as low as possible. I would say a character shouldn't have more than 2 or 3 materials, and if you can get away with 1, all the better.
      I hope this helps you out, good luck on your project.

    • @tcrproductions7508
      @tcrproductions7508 3 роки тому

      @@Rourker Wow, thanks so much for the detailed reply. The thing about this model (purchased on Turbosquid) is that it has xGen hair, blendshapes, and some other nice things when it lives in Maya, but UE4 seems to strip everything away when I import. The hair turns into cards, and all the materials are gone. Like I said, I'm pretty new to this so I'm sure these are easy problems for a pro, but beyond my capabilities.

    • @Rourker
      @Rourker  3 роки тому +2

      ahh, okay, yeah. Unless a model is made with the intention of being imported into a game engine, a lot of the Maya centric stuff like xgen isn't going to be imported properly. There is a hair and fur system in Unreal ( I myself have yet to get into it, so I know very little about it) but I would imagine that those two systems do not play nice together. Blendshapes do work in Unreal though.
      It seems like the model you have is meant for an offline renderer like VRay or Arnold, or maybe even perhaps Mental Ray. This means that it is intended to be rendered into images within software like Maya and aren't intended to be brought into a real-time renderer like Unreal. Maya comes with Arnold as its default renderer so even getting efficient and good looking renders within Maya might be difficult if the materials that came with the model are made to work with a different renderer altogether.
      It's kind of a rabbit hole, but I would expect the workflow to get easier in the next few years as Unreal is now being used more and more in film production.

    • @Rourker
      @Rourker  3 роки тому +1

      Hey randomly came across this video. Someone has written a script to export xGen hair into unreal
      ua-cam.com/video/Cs2noOayppk/v-deo.html

    • @tcrproductions7508
      @tcrproductions7508 3 роки тому

      @@Rourker That’s great, I’ll take a look. For now, the early access release of the Metahumans Creator seems to have solved most of my problems. I’m just abandoning my Maya character and rebuilding her with MH in Unreal. Thanks for following up though. A good Maya to UE pipeline for characters is still useful.

  • @pohsianghsu9302
    @pohsianghsu9302 2 роки тому

    Thank you Brendan! You save my Life!

    • @Rourker
      @Rourker  2 роки тому

      You're very welcome!!!

  • @rohitchari7910
    @rohitchari7910 2 роки тому

    Amazing video, just what i needed. Im having another issue, when importing a character animation alembic into unreal , theres is some kind of motion blur that is coming , any idea how can i remove that?

    • @Rourker
      @Rourker  2 роки тому

      Glad I could help.
      As for the motion blur that can be turned off in a few places, if you want it off project wide, I think you can turn it off in your project settings. However, if it is just for one scene you can check your cameras settings and if that doesn't work it may be on a post process volume in your scene. Hope that helps.

  • @DGFA-
    @DGFA- 2 роки тому

    Hi, when I export alembic having objects inside of a group ithe animation will not play in UE. When I combine it to one mesh it works. I also set the option world space. Do you have an advice for me?

    • @Rourker
      @Rourker  2 роки тому +1

      Hmm, I'm not sure what could be the problem, the world space flag should be enough. I'll do some tests and get back to you, but it's hard to say without looking at the scene.

    • @DGFA-
      @DGFA- 2 роки тому

      @@Rourker thank you!

    • @DGFA-
      @DGFA- 2 роки тому

      @@Rourker thank you! I could link the abc file if you head to test my one.

    • @Rourker
      @Rourker  2 роки тому +1

      @@DGFA- So I gave it a test. It seems to work fine for me. I would make sure and double check that you are selecting only the meshes that you want to export and not the group node as well.

    • @DGFA-
      @DGFA- 2 роки тому

      @@Rourker It works!!! Thank you very very much!

  • @ahmetahmet4296
    @ahmetahmet4296 2 роки тому

    This was very usefull thank you !! Actually I was hoping these can work for including visible/invisible keys inside the alembic file after a looooong search in web.... But seems that Unreal not likes visible/invisible keys which has been used inside an alembic file and losing these mesh"s UV or material information. Still combining them..

    • @Rourker
      @Rourker  2 роки тому +1

      I have gotten alembic visibility work in unreal. Make sure your exporting with the visibility flag turned on. I will double check about the UV information as I was just checking visibility in my earlier tests, but I think it should be good.

    • @yalcin9290
      @yalcin9290 2 роки тому

      @@Rourker thx for answering. Actually yes, visibility/unvisibility is working on the objects/meshes but these object's Materials are coming into Unreal still only one (combined) begore. With your method I can see now two meshes (for example) and two material which is belong to them. But when I give a texture to first material, it is covering also to second mesh's texture. Second material there but seems not functioning. Just because in the animation first mesh is disappearing and second mesh appearing ( because I keyed several times in maya visible channel and exported like this as alembic) And this cause to losing UVs in unreal I guess. (How difficult to describe something as text for me 😅)

    • @Rourker
      @Rourker  2 роки тому +1

      @@yalcin9290 I understand, I will look into it when I get a chance.

  • @migi847
    @migi847 3 роки тому

    Can you then replace the animations ? for example, you bring a character in FBX workflow, setup the materials and stuff, then you can just load all the animation into that actor. But in alembic workflow, every time you bring in a diffrent animation you have to assing all the materials again. cus you can just load a animations into a alembic actor ?

    • @Rourker
      @Rourker  3 роки тому

      yes, there is a similar function to this. Look up geometry cache tracks.

  • @motionislive5621
    @motionislive5621 2 роки тому +1

    That's helps a lot ! Thank you

    • @Rourker
      @Rourker  2 роки тому

      You're very welcome!

  • @WhitewashStudio
    @WhitewashStudio 3 роки тому

    Very nice explanation. Thanks

  • @jordanellapin5655
    @jordanellapin5655 3 роки тому

    Hi!
    Do you know how to stream alembic from the disk without importing it in the project please? Also thanks for the tutorial! I still have crash when I import the alembic in UE5. Does it work in UE5 by the way?

    • @Rourker
      @Rourker  3 роки тому +1

      I don't think there is a way to stream alembic data without importing it into unreal. As for this working in UE5, I can confirm that it does, perhaps you are not using Ogawa for your export? This will ensure that the alembic file is as efficient as possible.

  • @JJOTA1975
    @JJOTA1975 5 місяців тому

    And what would it happened if i had textures linked to the material in maya?

    • @Rourker
      @Rourker  5 місяців тому

      @@JJOTA1975 nothing unfortunately, the alembic face material will only use the sg node name as the material name into unreal.
      If you remake that material in unreal with those textures and name it the same as sg node it will apply the proper material and textures in unreal though. But you do have to remake it.

    • @JJOTA1975
      @JJOTA1975 5 місяців тому

      @@Rourker Thanks for your answer. My problem is that i made an animation and i wanted to import to Unreal, but if i try with fbx, i have problems with the blendshapes, and if i try with alembic, i have a lot of materials with textures that i have to link everytime that import an animation. I don,t know what to do, honestly

    • @Rourker
      @Rourker  5 місяців тому +1

      @@JJOTA1975 yeah, this video goes through how to make sure your materials apply to your alembic imports automatically.

    • @JJOTA1975
      @JJOTA1975 5 місяців тому +1

      @@Rourker Thank you so much

  • @Shinobubu
    @Shinobubu 2 роки тому

    Flatten tracks messes with my material ID's on each frame :/

    • @Rourker
      @Rourker  2 роки тому

      Hmm, what do you mean? Are your materials changing every frame?
      If so are you possible using animated booleans in your animations?

  • @reachingeric
    @reachingeric 2 роки тому

    My .abc file crashes the engine all together strangely. It freezes it.

    • @Rourker
      @Rourker  2 роки тому +1

      Hmm, perhaps there is some non-manifold geometry in your mesh. That's the only thing I can think of that might do this that wouldn't throw an error when importing.

    • @reachingeric
      @reachingeric 2 роки тому

      @@Rourker ill check it, pretty sure there isnt, but you never know. I got another geo working excellently.

  • @krishnaavrilcg1136
    @krishnaavrilcg1136 3 роки тому +1

    You are my God!!

    • @Rourker
      @Rourker  3 роки тому

      Haha, thanks, I think.

  • @sidcordon
    @sidcordon 3 роки тому +2

    I can't thank you enough

    • @Rourker
      @Rourker  3 роки тому

      You're welcome!

  •  11 місяців тому

    man that was I am looking for today I finally I exp/imp the objects separately 😓

  • @samantha-draws-stories2176
    @samantha-draws-stories2176 3 роки тому

    You are a scholar and a gentleman my good sir thank you so much :,) T^T i been saved

    • @Rourker
      @Rourker  3 роки тому

      Haha, thank you! Glad it helped!

  • @albertcallejoamat7837
    @albertcallejoamat7837 Місяць тому

    What about textures?

    • @Rourker
      @Rourker  Місяць тому

      @@albertcallejoamat7837 yup, you will need to have the textures applied to the materials in the engine.

  • @Alizzzam
    @Alizzzam 2 роки тому

    Thanks AMAZING HELP

    • @Rourker
      @Rourker  2 роки тому

      You're welcome

  • @Mulai-1997
    @Mulai-1997 2 роки тому

    Hi,Thanks for your work !! How big a file can I import

    • @Rourker
      @Rourker  2 роки тому

      Not sure what the limit is, but I've done 5 GB files with no issues.

    • @Mulai-1997
      @Mulai-1997 2 роки тому

      @@Rourker Thanks !I will try too

    • @Mulai-1997
      @Mulai-1997 2 роки тому

      @@Rourker Hi can UE4 support vertex color with Alembic ?

    • @Rourker
      @Rourker  2 роки тому

      @@Mulai-1997 I think it can you would just need to make sure that the right flag is turned on in the export, color sets I think

  • @i20010
    @i20010 3 роки тому

    Thank you sir!!

    • @Rourker
      @Rourker  3 роки тому

      You're welcome!

  • @princevasimalla
    @princevasimalla 3 роки тому

    Can we render our maya scenes in Unreal cause it has realtime rendering and my project will took over an year to render out there 😂

    • @Rourker
      @Rourker  3 роки тому +1

      It is possible, you will probably have to rework all your materials in Unreal and convert them to PBR but I don't see why not. If you are using alembic for your characters, be aware that it is a vertex cache so file sizes can get pretty big.

    • @princevasimalla
      @princevasimalla 3 роки тому

      @@Rourker thanks for this thing dude Yes I will resize them but I should workout on covering textures to pbrs and re creating my camera animations lighting and environment setup as an Intensive gamer, I hope unreal will give some realism but not like games like some animation software renders

  • @arunkrishna210
    @arunkrishna210 2 роки тому

    Thank you

    • @Rourker
      @Rourker  2 роки тому

      Glad it helped

  • @TheLegendOfTerry
    @TheLegendOfTerry 3 роки тому

    Thank you!

    • @Rourker
      @Rourker  3 роки тому

      You're welcome!

  • @NeroForte_
    @NeroForte_ 3 роки тому

    error: expected triangles or quads

    • @Rourker
      @Rourker  3 роки тому +2

      You have ngons in your mesh. Alembic doesn't like that. A quick fix would be to triangulate your mesh.
      If you want to fix this without triangulation you will need to go into your mesh cleanup option menu and select faces with more than 4 sides. This will select all the problem faces and you will need to connect some vertices or cut the faces so only 3 or 4 side polygons are left.

    • @NeroForte_
      @NeroForte_ 3 роки тому

      @@Rourker Thanks for the tutorial. and your reply solved the problem

    • @Rourker
      @Rourker  3 роки тому

      @@NeroForte_ you're very welcome, happy to help

  • @leigong2644
    @leigong2644 3 роки тому

    Thanks!

    • @Rourker
      @Rourker  3 роки тому

      You're welcome

  • @lasereye159
    @lasereye159 3 роки тому +1

    👍

  • @MoodSwingZX
    @MoodSwingZX Місяць тому

    I had to create script to push materials per face. It just did not work this way. Also had same problem other way around ;/ . No problem with multiple materials but for single it goes by transform by default 2023 maya. Works on selection Will apply it only on ones that has material per transform and 1 material only:
    object=cmds.ls(sl=True)
    for i in object:
    if cmds.objectType(i) == "transform":
    shape=cmds.listRelatives(i,s=True)[0]
    else:
    shape=i
    if cmds.objectType(shape) == "mesh":
    matPerShapeSG=cmds.listConnections( shape, et=True, t="shadingEngine")
    if len(matPerShapeSG)==1:
    transform=cmds.listRelatives(shape,p=True)[0]
    Faces=cmds.filterExpand(f"{transform}.f[*]", sm=34)
    print(matPerShapeSG[0])
    cmds.sets (transform ,e=True, forceElement='initialShadingGroup')
    cmds.sets(Faces, e=True, forceElement=matPerShapeSG[0])
    Also if U want to apply materials that are in Unreal U need naming on Shading Groups not materials in Maya to match unreal.

    • @Rourker
      @Rourker  Місяць тому

      Nice work! I'll test this when I can.
      I also have a script that converts to face materials, supports multiple materials per mesh and renames the shader group with a specified prefix or suffix added to the material name.
      I can't release it because I wrote it for an animation studio, but I will do re-write and release it soon.

  • @WatchChrisCulpepper
    @WatchChrisCulpepper 9 місяців тому

    This is great!! Thank you 🙏🏽

    • @Rourker
      @Rourker  9 місяців тому +1

      No problem!