Alembic? Should I?

Not being well versed in these matters, I'm seeking advice. At the moment, the Alembic Exporter is on sale at 40% discount and I have it wishlisted. On the other hand, I already have AniMate2 which includes MDD export. Can someone advise whether it is worth getting the Alembic Exporter too? I'm not clear on what the difference is and I don't want to spend a bundle (quite expensive even at 40% off) if I don't need to.

Of interest to me would be to export to both Marvelous Designer and Blender 2.8, probably with animations at some stage. 

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Comments

  • Doc AcmeDoc Acme Posts: 1,153

    I picked the Alembic Exporter a few months back (on sale too) but was pretty much unimpressed, but it think it depends on what your bringing it into. You still have to export an OBJ or sequence for it which is somewhat standard, but texturing then depends on what's supported at the other end it seems.

    For MD, it's quite happy with Collada.  Can't speak for Blender, but I'd explore FBX options.  I've been having really good luck with ~ 95% of things these days, bringing them into Lightwave from Daz FBX exports. I get an FK rig & I'm getting better at exporting the correct morphs. Think I finally have the proper 3rd party tools to now to re-weight map &  re-rig with switchable IK/FK abilities.

     

  • nonesuch00nonesuch00 Posts: 18,863

    I'm pretty sure that's what wolf359 uses (Alembic) because he said it does a better job. I might be wrong though. I bought it for $3 a couple of years ago but have never used it myself.

  • marblemarble Posts: 7,500

    I'm pretty sure that's what wolf359 uses (Alembic) because he said it does a better job. I might be wrong though. I bought it for $3 a couple of years ago but have never used it myself.

    I thought it was Wolf359 who mentioned that he prefers MDD to Alembic. I might be wrong though. Maybe I should wait for another $3 special.

  • Yes, the Wolf prefers MDD.

    I confess that I briefly tried MDD and it did not immediately work the way my intuition said it should, importing into Blender. I tried Alembic, and it really was as simple as importing the Alembic file, and done. I am just so tired of worrying about JCMs and whatever instead of my production. With Alembic, it is as dead simple as someone who doesn't know how poorly animation apps interoperate would think it would be, like I did a little over a year ago :)

    There are a few more steps exporting Alembic from Daz, true, but they are trivial if not quick. But that's actually not a bad thing; I think about my shots a lot more carefully.

    Having to re-texture is no big deal because Alembic preserves all the material groups and UV coordinates. And you'll probably want to use native materials, anyway... the materials from Poliigon are out of this world good.

    Something to think about, though, is that relatively soon, it's going to be a USD world and all of these problems are going to go away. FBX cannot disappear fast enough.

  • Doc Acme said:

    I picked the Alembic Exporter a few months back (on sale too) but was pretty much unimpressed, but it think it depends on what your bringing it into. You still have to export an OBJ or sequence for it which is somewhat standard, but texturing then depends on what's supported at the other end it seems.

    For MD, it's quite happy with Collada.  Can't speak for Blender, but I'd explore FBX options.  I've been having really good luck with ~ 95% of things these days, bringing them into Lightwave from Daz FBX exports. I get an FK rig & I'm getting better at exporting the correct morphs. Think I finally have the proper 3rd party tools to now to re-weight map &  re-rig with switchable IK/FK abilities.

    The workflow I've settled on is to export just a plain old FBX of just the character. Just the character, so there's no need to even merge all the armatures. Import this into Blender to animate, not even setting up IK most of the time (and this is not so hard, anyway, there are lots of Youtube tutorials), and then exporting BVH back into Daz. I let Daz do all the JCMs natively, and then finally export Alembic back to Blender to simulate hair, cloth, other physics, and finally to render.

    They key misconception under which I was laboring for more than a year, that pdr0 set straight for me, is that FBX preserves all the armature information, it just doesn't automatically set up JCMs. The epiphany for me was that if you just want Blender, at that stage, to clean up mocap and perfect the animation, YOU DON'T NEED THE JCMs.

    Daz to Blender via FBX, Blender back to Daz via BVH, and Daz finally to Blender via Alembic is the workflow I had been trying to figure out for over a year. I finally have models exactly how I painstakingly morphed them, vertex exact, in Blender.

  • One thing that should be said about Alembic, is that if you want vertex exactness, you should not use subd (at least for Blender). The algorithms are different, and the models will look slightly different in a few but important areas. The solution, for me, was to export the already subdivided model. This results, if you've got something like dForce Long Curly Hair, in 60-70 megabytes PER FRAME for the exported OBJs. Alembic does an amazing job of shrinking that, but for me 300 frames still resulted in a 64 gigabyte Alembic file. Alembic allows, and Blender does an amazing job of lazy loading, and so it is remarkably fast and not as tedious as it could be. This has really made getting particle based hair working a priority for me.

    I also forgot to mention that Blender FBX import is pretty badly broken, as they can't use the official Autodesk SDK, but the addon that worked perfectly,

    https://blendermarket.com/products/better-fbx-importer--exporter

    is $25 bucks.

     

  • ArtiniArtini Posts: 10,782
    edited September 2019

    One thing that should be said about Alembic, is that if you want vertex exactness, you should not use subd (at least for Blender). The algorithms are different, and the models will look slightly different in a few but important areas. The solution, for me, was to export the already subdivided model. This results, if you've got something like dForce Long Curly Hair, in 60-70 megabytes PER FRAME for the exported OBJs. Alembic does an amazing job of shrinking that, but for me 300 frames still resulted in a 64 gigabyte Alembic file. Alembic allows, and Blender does an amazing job of lazy loading, and so it is remarkably fast and not as tedious as it could be. This has really made getting particle based hair working a priority for me.

    I also forgot to mention that Blender FBX import is pretty badly broken, as they can't use the official Autodesk SDK, but the addon that worked perfectly,

    https://blendermarket.com/products/better-fbx-importer--exporter

    is $25 bucks.

     

    Do you know if this better fbx importer/exporter will help with importing FBX to Daz Studio

    so the models in Daz Studio will remain poseable?

    Or maybe you know a better way to import to Daz Studio poseable characters from different programs, Blender included.

     

     

    Post edited by Artini on
  • wolf359wolf359 Posts: 3,955
    edited September 2019

    One thing that should be said about Alembic, is that if you want vertex exactness, you should not use subd (at least for Blender). The algorithms are different, and the models will look slightly different in a few but important areas. The solution, for me, was to export the already subdivided model. This results, if you've got something like dForce Long Curly Hair, in 60-70 megabytes PER FRAME for the exported OBJs. Alembic does an amazing job of shrinking that, but for me 300 frames still resulted in a 64 gigabyte Alembic file. 


    Hi I render in C4D not blender
    I use MDD because  64 gigabytes for for a single Character is not an acceptable Data size for my pipeline.
    Also All of My UV information is retained with .obj/MDD from Daz studio thus my textures load into C4D upon import.

    And I can send over a Daz G3 figure at ZERO SubD and Subdivide him at render time in C4D  while only having to deal with a 326 megabyte .MDD file for a 300 frame animation!!!

    Note how good this Zero subd exported Ivan 7 looks  in the attached image.

     

    I can Also grow C4D Spline based dynamic hair from the vertices of a .obj file  that is driven by MDD

    Every genesis Figure in My feature length film is a .obj file inC4D driven by an MDD data file  exported from Daz studio.

    IVAN-LOWPOLY-EXAMPLE.jpg
    900 x 1153 - 539K
    Post edited by wolf359 on
  • marblemarble Posts: 7,500

    All of these opinions are educational for me but I'm still not at the point where I would be willing to pay the $50 (on sale) price for the Alembic Exporter especially as I already have MDD export capability. Of course, I still have no experience with either which is why I hope to see more comments here. One thing I seem to remember reading was that Alembic can export a whole scene wheras MDD is restricted to a single character - is this the case? I'd hate to speculate on the size of the Alembic file though.

  • wolf359wolf359 Posts: 3,955

    One thing I seem to remember reading was that Alembic can export a whole scene wheras MDD is restricted to a single character - is this the case?.

    Not true  My good fellow....not truecool
    With MDD you can export your entire scene as one .obj file 
    and export the MDD data (Via animate2 full version)
    to make the static meshes move in your external rendering application.

    However from my perspective, it makes no sense to export MDD or Alembic  Data for  background props/sets furniture etc.
     those can be easily handled or animated in Blender,Lightwave ,C4D etc.

    Most people resort to MDD or Alembic because they want some
    "Specialized animated element" ,in their final rendering package, that was created in another  package that handles that element much better.

    For example  a moving speaking Daz genesis figure with JCMs
    is a bit "challenging" to faithfully duplicate  natively in many programs even as FBX imports, without alot work.. yes?

    And there is Dynamic cloth  or fluid simulation that is better handled by some programs than it is by others
    For example Maxon Cinema4D  today still cannot solve dynamic cloth on a moving Characterangrycrying

    However  Daz studio can do so fairly easily

     

    BTW I am not here to Advocate for MDD over Alembic as I have experimented with the Alembic export from Iclone pro 
    to Lightwave 3D 2015 and found Alembic very easy to use  but for the ridiculous Data sizes.


     
    You will have to decide how  often you will find Alembic or MDD import useful to what you are frequently creating/rendering in some other application like blender etc.

  • hfilbhfilb Posts: 64

    I'm looking to export static scenes to Blender (with HD details) and I'm finding .obj filesizes are way too bloated (800 MB for 1 subd4 character). Will alembic export HD characters with reduced file sizes? Again, I don't need armatures/rigging...just the mesh with UV and material groups intact.

  • marblemarble Posts: 7,500
    hfilben said:

    I'm looking to export static scenes to Blender (with HD details) and I'm finding .obj filesizes are way too bloated (800 MB for 1 subd4 character). Will alembic export HD characters with reduced file sizes? Again, I don't need armatures/rigging...just the mesh with UV and material groups intact.

    Ahh - good question. HD/UV/Materials/Textures ... all important considerations.

     

  • pdr0pdr0 Posts: 204

    I don't have the DS plugin, but Alembic is a better format in general... if it works.  I use alembic in other programs.  Yes there are compression options, but I don't know if DS's exporter has them. The documentation is sparse in terms of specs, SDK version

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/plugins/alembic/start

     

    If you search this forum, apparently DS's alembic exporter implementation is buggy


    https://www.daz3d.com/forums/discussion/298831/alembic-exporter
    There are two bugs I have run into with the Alembic Exporter.  One is that it reverses the normals which has been fixed in the DAZ Studio 4.11 beta.  The other one, that causes "unknown error" is when there are two of the same object in the scene that is being exported.  IE two Genesis 3 Females.  This is super annoying for trying to export whole scenes as usually there is something duplicated (ie two of the same lamp or wall or chairs etc.).  This one has not been fixed as far as I can tell.

    https://www.daz3d.com/forums/discussion/333221/the-alembic-exporter
    These are some problems I've encountered with the Alembic Exporter that completely stopped my project. It:

    1) Takes over an hour to export 300 frames (or at least what SHOULD have been 300 frames) of a single figure at base resolution.

    2) Screws up the UV maps.

    3) Stops at arbitrary frames, usually around 140.

    That last post was more recent , June 2019, so I don't know if they are planning on fixing things or just abandoning it

    Alembic - the offical format - has fairly frequent updates, bugfixes,  more options such as compression, multithreaded parsing for ogawa alembic (faster reading in programs, including blender, at least the alembic exported from other programs...) . It's more advanced because it supports things like particles, nurbs, subd, splines/curves, cameras (not that any of that matters exporting out of with DS... ok maybe cameras ) . When it works, it's better, faster, smaller filesizes, supports more features. Better in every way by a long shot
    https://github.com/alembic/alembic/releases

    But in the past - alembic has had potential compatibility issues in between programs. In theory it should have been perfect (DAE was supposed to be too...), but in reality you can encounter many issues. And some don't import at all because of compression , or if the SDK importer version is below what you are using for the file format. It should be mostly ok by now in 2019 , with newer versions of programs. (For sure it works ok in blender 2.8 and MD8, with the ogawa alembic exported from other programs)

    OBJ/MDD has no options at all.  It's a very basic format -  but that's the same reason it's been so stable for >10 years . UVs, Normals that's it . No crashing, no aborted operation after "x" frames - everything is exported from DS properly in terms of the mesh, and in the correct order (jcm's, jcj's, mcm's , proper subd, hd, smoothing modifiers) . No bugginess in various programs . The only issue sometimes is if one program uses different scales or axis by default (usually you can set those on obj import)

    All intermediate interchange formats require relinking textures . Every program, every renderer does it slightly differently anyways. You almost always have to customize your nodes or layers.

     

  • wolf359wolf359 Posts: 3,955
    edited September 2019

    OBJ/MDD has no options at all.  It's a very basic format -  but that's the same reason it's been so stable for >10 years . UVs, Normals that's it . No crashing, no aborted operation after "x" frames - everything is exported from DS properly in terms of the mesh, and in the correct order (jcm's, jcj's, mcm's , proper subd, hd, smoothing modifiers) . No bugginess in various programs . The only issue sometimes is if one program uses different scales or axis by default (usually you can set those on obj import)


    I would add that your experience with these mesh cache transfers will vary greatly depending on the features supported by the exporting program and the importing program.

    I have not used Blender 2.8 but as of 2.79B the import features of blender are frankly abysmal compared to the options I have with my Riptide pro plugin that I use for handling My MDD imports to C4D which finds applies
    Daz exported the textures  for me.

    And the native  MDD importer for lightwave3D is quite excellent  IMHO 

    In general ,establishing an external,Daz content rendering  pipeline typically requires more than a hobbiest/tinkerers level of knowledge about the importing /rendering app.

    This is why most people prefer to just keep everything inside Daz studio or poser.

    So before scampering off and buying all sorts of export plugins from the Daz store you should be sure that you want to committ to this kind of rendering work flow particularly for animation renders.
     

    Picture 2.jpg
    421 x 476 - 35K
    Post edited by wolf359 on
  • ArtiniArtini Posts: 10,782

    Just checked importing FBX file from iClone 7 pipeline to Blender 2.8 and the import has worked quite ok.

    Even animations backed up in FBX has played nicely in Blender.

    It was Oaklyn - https://www.daz3d.com/oaklyn-for-genesis-8-female-centaur

    dressed in some clothes and hair in Character Creator 3 and exported to iClone.

    So even, if somebody complains about broken FBX in Blender 2.8, if the other program knows about its limitations, it could work.

    My point is - if the other programs would know about limitations of alembic implementation in Daz Studio, the conversions would be much easier.

    I have also bought https://www.daz3d.com/alembic-exporter-for-daz-studio

    in 2016 on deep sale, but have not used it at all.

    Looks like, it is a good time, to make some tests with it.

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,142
    edited September 2019

    It does seem too have a 200 frame limit though and textures have to all be reapplied

    at least that was my experience using abc with Octane Standalone

    I have not found mdd terribly good but not exported to many things, an obj series actually works best for software that will import it, Casual has a script

    Post edited by WendyLuvsCatz on
  • epep Posts: 7
    edited September 2019

    .

    Post edited by ep on
  • nonesuch00nonesuch00 Posts: 18,863
    marble said:

    I'm pretty sure that's what wolf359 uses (Alembic) because he said it does a better job. I might be wrong though. I bought it for $3 a couple of years ago but have never used it myself.

    I thought it was Wolf359 who mentioned that he prefers MDD to Alembic. I might be wrong though. Maybe I should wait for another $3 special.

    Oh, well I had it backwards but you can bet Wolf359 is the one person that has used both products the most that actually posts in the DAZ forums.

  • nonesuch00nonesuch00 Posts: 18,863

    Yes, the Wolf prefers MDD.

    I confess that I briefly tried MDD and it did not immediately work the way my intuition said it should, importing into Blender. I tried Alembic, and it really was as simple as importing the Alembic file, and done. I am just so tired of worrying about JCMs and whatever instead of my production. With Alembic, it is as dead simple as someone who doesn't know how poorly animation apps interoperate would think it would be, like I did a little over a year ago :)

    There are a few more steps exporting Alembic from Daz, true, but they are trivial if not quick. But that's actually not a bad thing; I think about my shots a lot more carefully.

    Having to re-texture is no big deal because Alembic preserves all the material groups and UV coordinates. And you'll probably want to use native materials, anyway... the materials from Poliigon are out of this world good.

    Something to think about, though, is that relatively soon, it's going to be a USD world and all of these problems are going to go away. FBX cannot disappear fast enough.

    What is this "USD world"? US dollar? ???

  • wolf359wolf359 Posts: 3,955
    edited September 2019

    and all of these problems are going to go away. FBX cannot disappear fast enough.

    What is this "USD world"? US dollar? ???

    USD, in this context, means "Universal Scene Description"
    https://graphics.pixar.com/usd/docs/api/index.html

    Post edited by wolf359 on
  • Artini said:

    Do you know if this better fbx importer/exporter will help with importing FBX to Daz Studio

    so the models in Daz Studio will remain poseable?

    Or maybe you know a better way to import to Daz Studio poseable characters from different programs, Blender included.

    To be honest, I have never tried to get a character back into Daz that did not originate in Daz, so it was just a matter of importing the BVH, something that works well now. Send me an FBX and I'll try to load it in Blender and export it to Daz.

  • wolf359 said:
    Hi I render in C4D not blender

    I use MDD because  64 gigabytes for for a single Character is not an acceptable Data size for my pipeline.
    Also All of My UV information is retained with .obj/MDD from Daz studio thus my textures load into C4D upon import.

    And I can send over a Daz G3 figure at ZERO SubD and Subdivide him at render time in C4D  while only having to deal with a 326 megabyte .MDD file for a 300 frame animation!!!

    Note how good this Zero subd exported Ivan 7 looks  in the attached image.

    I don't think anyone can argue with that, Wolf... Ivan in particular is absolutely gorgeous. But it's not that I couldn't have exported at base resolution, or subd 0, it's that I didn't want to. Anyone with a lesser case of OCD than mine would probably not have even noticed. But I don't think even Alembic's black magic would have gotten the file size down to what you got for 300 frames, though, probably an order of magnitude larger at least.

    But, then again, my other point is that Alembic is incredibly efficient and Blender only loads the part of the scene it needs. Working with Alembic does not feel like you're loading 64 gigs :)

    But I do have a question about the hair demo you posted: I think you said it starts with the hair from your mesh? Then if my character has curly hair, then it would convert it to curly hair?

  • hfilben said:

    I'm looking to export static scenes to Blender (with HD details) and I'm finding .obj filesizes are way too bloated (800 MB for 1 subd4 character). Will alembic export HD characters with reduced file sizes? Again, I don't need armatures/rigging...just the mesh with UV and material groups intact.

    I'm curious about that. I've never tried to even export an HD via OBJ. My guess, from what I know about the official Alembic library is that if Daz exports the additional mesh, then Alembic will encode it. If your OBJ filesizes are that big, then it sounds like it does.

  • wolf359 said:
    Most people resort to MDD or Alembic because they want some

    "Specialized animated element" ,in their final rendering package, that was created in another  package that handles that element much better.

    For example  a moving speaking Daz genesis figure with JCMs
    is a bit "challenging" to faithfully duplicate  natively in many programs even as FBX imports, without alot work.. yes?

    And there is Dynamic cloth  or fluid simulation that is better handled by some programs than it is by others
    For example Maxon Cinema4D  today still cannot solve dynamic cloth on a moving Characterangrycrying

    However  Daz studio can do so fairly easily

    That's absolutely my case. I got fed up with trying to get dForce to work on a kind of difficult case, and wanted to try the physics in Blender. It turned out better than I could have imagined because it's so easy to Google specific cases and trouble that you're having.

  • marble said:

    Ahh - good question. HD/UV/Materials/Textures ... all important considerations.

    Apart from HD, which I honestly don't know (although it is theory should), Alembic supports all of those.

  • pdr0 said:

    I don't have the DS plugin, but Alembic is a better format in general... if it works.

    I was so frustrated with it that I wrote my own. It requires you to export the series of OBJs that my program processes and generates the .abc file from them. Since I did the exporting with a script, I could control ever detail. The problem was that exporting like that, while encoding the .abc file is very fast, was itself very slow. And I wrote the program for Linux because that's the environment I know, and the official Alembic library is notoriously difficult to build under Windows.

    But I was researching just today how to build Blender on Windows and I discovered that they include a pre-compiled Alembic library that theoretically I could use to port my Alembic exporter to Windows, which other users might be more interested in. I'm going to try it tonight.

  • nonesuch00nonesuch00 Posts: 18,863
    wolf359 said:

    and all of these problems are going to go away. FBX cannot disappear fast enough.

    What is this "USD world"? US dollar? ???

    USD, in this context, means "Universal Scene Description"
    https://graphics.pixar.com/usd/docs/api/index.html

    Ah thanks, that format would be good for DAZ Studio too as one of the aniMate2 - DAZ Timeline bugs i just reported to the Help Desk is being caused I think by multiple nested DAZ Studio Groups I created to organize my scene to be not so messy and to make it easy to hide & show models in the scene. 

  • wolf359wolf359 Posts: 3,955
    edited September 2019

    But I do have a question about the hair demo you posted: I think you said it starts with the hair from your mesh? Then if my character has curly hair, then it would convert it to curly hair?


    I am using the  Native Maxon Spline based dynamic hair system to grow hair on the scalp vertcies of an MDD driven Character that was exported over without any Daz hair, so there is no converting of  hair involved.

    Of course the Maxon hair system can create curly styles
    if so desired

    curly.jpg
    660 x 1014 - 70K
    Post edited by wolf359 on
  • Yes Alembic does HD morphs, I have used it to render animated stuff with them in Octane standalone 

  • ArtiniArtini Posts: 10,782
    Artini said:

    Do you know if this better fbx importer/exporter will help with importing FBX to Daz Studio

    so the models in Daz Studio will remain poseable?

    Or maybe you know a better way to import to Daz Studio poseable characters from different programs, Blender included.

    To be honest, I have never tried to get a character back into Daz that did not originate in Daz, so it was just a matter of importing the BVH, something that works well now. Send me an FBX and I'll try to load it in Blender and export it to Daz.

    Thanks, could you please try on the fbx included in this zip file.

    zip
    zip
    CartoonBunny.zip
    734K
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