Join Aaron F. Ross for an in-depth discussion in this video Exporting Alembic data, part of 3ds Max 2016 New Features.
- Exporting to Alembic is just as easy as importing. I've got a procedural moonscape here and because it's procedural it's got a very small file size of only a quarter of a megabyte. When we export, we will lose any modifiers and it will collapse the stack to a raw mesh. In this case, it will increase our file size. I've got the file open already in 3ds Max. 02_03_export_alembic.max And if I select the moonscape, you will see that it's built out of a bunch of volume selections and noise and xform modifiers.
To export, simply use the application menu as before. Go up and click on the application icon, and choose Export. And you can see you can export the entire scene or just the selected object. The default type is actually .FBX. We want to choose Alembic or .ABC. That's going to save into the current project export folder. I'll name the file 02_03_export_alembic.
And then click Save. In the Alembic Exporter Options dialog, there are two important things you need to look at. First is just the file format. There's two: HDF5 and Ogawa. Ogawa is newer of the two. Certain applications may not support it. And also, most importantly, the animation cache. If our scene had vertex animation, like a character skin, then we would want to make sure we're caching out the correct time range.
Because we don't have any vertex animation here and no animation of any kind, actually, we can just choose Single frame. It'll just save out the mesh file and the camera and nothing else. Go ahead and click OK. And let's check in on that, I'll minimize 3ds Max. And go to the export folder of the current project. And you'll see it's been exported and it's got a file size of 21 megabytes instead of the file size of .25 megabytes, which is what we saw before with the original Max file.
Because, of course, that was a procedural document and this one has been baked out to a raw mesh.
- Choosing a workspace
- Creating templates
- Importing and exporting models
- Mesh smoothing with OpenSubdiv
- Creating a physical camera
- Rendering Bokeh and motion blur effects
- Using the Camera Sequencer
- Working with state sets