com.unity.formats.alembic
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iOS and Android support
this is frequently requested. but I can't do it. I'm looking for someone who can handle this.
+1 would love to work with ARKit
So its not supported now...Hope this will come as soon as possible
chiming in for ios and android support. would be great for AR VFX if it can be performant.
Same request here. Also want it for VR and AR apps. Would pay a lot of money for an asset like this that supported Android and iOS. Android support would be a great start and would still be well worth a purchase. You should get it up on the Asset Store even though it's open sourced. I would buy it just to support the project.
this is frequently requested. but I can't do it. I'm looking for someone who can handle this.
Is it an issue of time or complexity? Either of the two, doesn't make it impossible, and I'd be happy to give it a try. @i-saint Could you please update me on the issue so I can potentially pick it up? Thanks
it is simply an issue of time. I have no time to work on mobile, and also no one wants to do it. technically, it should not be so difficult.
I'm surprised no one wants to do it considering the awesomeness it would enable if it became possible to stream alembic caches on mobile.
https://youtu.be/kqBBo8UXJWk https://vimeo.com/279434808 https://www.youtube.com/watch?v=hSSDp5f6L7k
if you are really willing to do, this is your todo list:
- compile libAlembic for Android and iOS
- https://github.com/alembic/alembic
- libAlembic has dependencies for HDF5 and SZIP. so you need to compile these, too.
- https://support.hdfgroup.org/HDF5/release/obtain5.html
- HDF5 format and SZIP encoding are obsolete and optional, but I saw some customers still using it. so, the current release of AlembicForUnity supports these.
- compile the source of native plugin in this repository and link with libAlembic
- https://github.com/unity3d-jp/AlembicForUnity/tree/master/Plugin
- you will need to modify CMakeLists.txt
- for Android: both 32bit and 64bit version will be needed
- for iOS: it is complicated than other platforms because you need to static link everything. you need to build the plugin as a static link library and use [DllImport ("__Internal")] instead of [DllImport ("abci")] in C# land.
probably you need to do something more. I'm not sure because I never worked on mobile devices.
@spiraloid agreed. @i-saint Thanks, we will definitely look into it and try to estimate it.
I added about HDF5 and SZIP in libAlembic section. I add more if I noticed I missed something.
Any updates on support for Android? We are working with HTC and on Vive Focus and could really use this.
Hi, just to stay that i'm waiting for Android support. This can be very useful in many AR applications.
Any news on whether this works on IOS? We have a project using it and need to compile for an iPad. If anyone is interested in a job compiling this for us let me know.
Android alembic support is very much needed here, thank you guys!
I'd be willing to pay for mobile support
So Alembic is not supported for Android?
PLUS 1 here kind of pause our project here finding out Alembic does not support mobile,. WTF after 2 weeks work..
I'm working on a project where the artist did alembic animations, but the project is for oculus quest. Poor planning on our part but this was not obvious from the Unity documentation. This should be bold and red and flashing on this page: https://docs.unity3d.com/Packages/[email protected]/manual/index.html
agreed.
for what it’s worth, I wrote some glue code to create replacement animations w separate objects and step curves as a work around. if you have to resort to splines, make sure the crossfade keys are .00001 time steps (not frames) apart to avoid flicker.
you might also ping the folks at sketchfab and ask how they got abc working on android ios and chrome.
This is an .abc file...
https://sketchfab.com/models/56b667df878d4f12bc92b3744e4fee68
good luck.
-bay
On Nov 2, 2019, at 8:42 AM, Richard Bettridge [email protected] wrote:
I'm working on a project where the artist did alembic animations, but the project is for oculus quest. Poor planning on our part but this was not obvious from the Unity documentation. This should be bold and red and flashing on this page: https://docs.unity3d.com/Packages/[email protected]/manual/index.html
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Hey, I managed to build static library libAlembic.a for iOS/arm64 architecture but I am having problem to properly map functions using [DllImport "__internal"]. None of respective function that are listed as symbols in abc.so (x86_64 arch) are present in libAlembic.a (arm64 arch). It seems as if you already remapped/wrapped them in the process somehow. Any insight on that matter? At least some pointers where to go from here. Thank you
Is this still a problem, or is there a workaround now?
AFAIK this is still very much a blocker still, it can't really be worked around.
I got around it by using the ( export OBJ's from Houdini) Vertex Animation Tools
https://assetstore.unity.com/packages/tools/animation/vertex-animation-tools-128190 https://assetstore.unity.com/packages/tools/animation/vertex-animation-tools-128190
JOy Peter T
On Mon, Feb 3, 2020 at 11:31 AM Jeff [email protected] wrote:
AFAIK this is still very much a blocker still, it can't really be worked around.
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this might be of interest https://twitter.com/Gaxil/status/1261333600416514050?s=20
@spiraloid Hi I tried this but didn't work https://github.com/Gaxil/Unity-AlembicToVAT/issues/1
Wish this was clear in the documentation! Does not work on Android/IOS at all
Hey @spiraloid would you mind sharing what you did?
Thanks Andrew
Hey @spiraloid would you mind sharing what you did?
Thanks Andrew
sure, I ended up duplicating the mesh at frame intervals and then generating a flipbook animation between the separate meshes using scale. Here's the python addon script I wrote in blender to automate it for myself: https://github.com/spiraloid/Spiraloid-Toolkit-for-Blender/blob/2.91/Addons/BakeMeshFlipbook.py
you can find the menu for it here:

and it has the settings here:

it's the poor man's allembic, but at least it can run everywhere and be expressed in fbx, gltf etc.
Works great on liquids and changing topology effects. I put some per mesh frame decimation and boolean logic in too. if you scroll to the halfway point on my inkbots 3D comic (http://3dcomic.shop) you can see it in action on the drip panel.

Thanks so much mate, loved your comic btw
this might be of interest https://twitter.com/Gaxil/status/1261333600416514050?s=20 Honestly, unity should use this approach instead of trying to port the alembic library to IOS and Android.