For importing there is an attach to existing geometry option.  The workflow
we have now is using a previous version 1.0.45 and scripting the export and
import thru their python api.

The behavior is a bit different in the latest version.  There are now
export options for transformations.  Without it in front of me I think it's
(flat hierachy, full hierarchy and baked global)  If I recall correctly I
just selected the geo to export with flat hierarchy selected in the export
options.  In the import scene I needed the same named object to receive the
operator.  With nothing selected I was able to import the data with the
'attach to existing'  option checked.

Overall it seems to be very sensitive with object names and what is
selected.  When I have the time I'll see if I can get our pipeline work
with the latest version.


On Tue, Jan 29, 2013 at 1:40 AM, Nick Angus <[email protected]> wrote:

>  Hi David, what is your recipe for getting alembic as ‘pointcache only’?,
> we have always found it tries to replace existing geo regardless…****
>
> ** **
>
> N****
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *David Barosin
> *Sent:* Tuesday, 29 January 2013 2:41 AM
> *To:* xsi
>
> *Subject:* Re: building asset tools****
>
> ** **
>
> We're currently using alembic from soft to soft here.  Using reference
> models with pre existing envelopes that attach on the fly to our rigs.
> Alembic is basically used for point caching.****
>
> Alembic has also been used here for sharing data between Soft, Max, Maya
> and Houdini quite nicely (cameras, animated geo...)  It has been the most
> robust experience I've had to date compared to FBX or any other data
> format.  The speed can be a little slow if you're also using alembic to
> generated the topology per frame but for point cache only purposes it's
> very nice.
>
>
> What are you referring to regarding Maya Alembic?   I haven't heard the
> good side of it.  ****
>
> ** **
>
> On Mon, Jan 28, 2013 at 10:58 AM, Stefan Andersson <[email protected]>
> wrote:****
>
> So Maya Alembic wins again...****
>
>
>
> ****
>
> On Mon, Jan 28, 2013 at 3:31 PM, Guillaume Laforge <
> [email protected]> wrote:****
>
> You can't 'out the box', but you could store all the envelope weights and
> static pauses using some Alembic properties. ****
>
> The main problem would be that you would need to interpret those new
> properties in every DCCs alembic plugin too...****
>
> ** **
>
> So, in short the answer is no :).****
>
> ** **
>
> Guillaume****
>
> ** **
>
> ** **
>
> On Mon, Jan 28, 2013 at 9:07 AM, Stefan Andersson <[email protected]>
> wrote:****
>
> Does anyone here on the list knows if you can envelope an alembic file?
>
> regards
> stefan****
>
>
>
> ****
>
> On Mon, Jan 28, 2013 at 2:22 PM, Guillaume Laforge <
> [email protected]> wrote:****
>
> > As far as technicalities go, I'd go for FBX for storing hierarchies of
> objects. ****
>
> ** **
>
> Hierarchies can be saved using Alembic too. It is a format to bake scenes
> after all :).****
>
> ** **
>
> FBX "advantages" are that you don't bake the meshes as they keeps their
> envelope and use the DCC specific code to do the skinning. It can be very
> useful if you do the skinning in a package and the rigging in an other one.
> ****
>
> But for every validated assets, I won't use such format as you can't be
> sure your animation will be the same at the end of the pipeline. The
> optimized point cache approach of Alembic is much better.****
>
> ** **
>
> Cheers,****
>
> ** **
>
> Guillaume Laforge****
>
> ** **
>
> On Mon, Jan 28, 2013 at 4:15 AM, Michal Doniec <[email protected]> wrote:*
> ***
>
> *"I would say, the most important is to make the right difference between
> the asset and the file on disk.*****
>
> *The asset is just a concept, often just an entry in whatever storage
> unit you choose with metadatas and bind to a file on dis*k."****
>
> I can only second that. The most common design mistake I see in data/asset
> management systems is treating files on disk as the higest level assets.
> Having a higher abstraction level ("*asset is just a concept*") from the
> beginning is really beneficial in many cases, including the one pointed out
> by Jo and will for sure lead to much simpler code. If you decide to treat
> ordinary disk files as assets, I can guarantee you will end up with a layer
> of "super assets" or asset collections, packages (call it what you want)
> sooner or later.****
>
> As far as technicalities go, I'd go for FBX for storing hierarchies of
> objects. The format has a future, is expandable, but be prepared to deal
> with some oddities and bugs from time to time.****
>
> At my previous place, all pipeline was mostly fbx based for rigs and
> similar.****
>
> Cache format, Alembic is imo the best choice.****
>
> ** **
>
> On 27 January 2013 20:39, jo benayoun <[email protected]> wrote:****
>
> hey Stefan****
>
> I would say, the most important is to make the right difference between
> the asset and the file on disk.****
>
> The asset is just a concept, often just an entry in whatever storage unit
> you choose with metadatas and bind to a file on disk.****
>
> So to keep things simple, why not considering your asset as a zip archive
> on disk, in which you may use different file formats to store datas
> depending on the type of the asset and the****
>
> application it's most often used in.  Bundled with the archive, add it a
> json/xml/whatever file used to store the metadatas (creator, ctime,
> asset-type, ...)****
>
> It becomes easy then when an asset is wanted to retrieve the adequat file
> (if exists) or run a converter (if needed).   This allows you to keep
> application-specific file formats while not having trade-offs on their
> re-use in others by abstracting.  Your asset manager don't know about the
> files but only about <assets>.****
>
> Dont bother with file formats but make your asset manager enough solid to
> handle whatever is used underneath to store datas.****
>
> --jon****
>
> ** **
>
> ** **
>
> ** **
>
> 2013/1/27 Stefan Andersson <[email protected]>****
>
> Hello everyone,
>
> I'm building a set of tools for a asset manager for Softimage. I've had it
> working in Maya for a while, but I'm now converting it and re-writing it to
> fit Softimage. I'm quite tempted to use Collada as it's a xml format and
> pretty easy to work with. But I would like to hear what everyone else is
> using? I *need* to be able to export it as collada or fbx for the model
> assets so that it can be imported into other applications. The Rig/Sim
> assets will be native emdl as they are only going to be used in softimage
> (though I have my issues there too...).
>
> A few things my exporter is doing are
>
> * exporting MatLib with all materials
> * exporting ColladaXML
> * exporting/converting images to exr (via OIIO)
> * parse MatLib and fix the filepaths for the textures (pointing at asset
> location)
>
>
> Big plus for using Collada
> * will work with most applications
> * can be used in Softimage as Reference
> * xml based
>
> Big plus for FBX
> * will work with most applications
>
> Big Minus for FBX
> * can NOT be used in Softimage as Reference
> * not a xml format (need to make your own parser)
>
> Big Minus for dotXSI
> * tends to crash other applications when importing dotXSI
>
> Big Minus for emdl
> * binary, impossible to edit
>
> So all of the above points towards Collada, but what do you guys think?
> Any takers?
>
> regards
> stefan
>
>
> --
> *Stefan Andersson | **Digital Janitor*****
>
> blog <http://sanders3d.wordpress.com> | showreel<http://vimeo.com/sanders3d>|
> twitter <http://twitter.com/sanders3d> | 
> LinkedIn<http://www.linkedin.com/in/sanders3d>| cell:
> +46-73-6268850 | skype:sanders3d****
>
> ** **
>
> ** **
>
> ** **
>
>
>
> ****
>
> --
> ----------
> Michal
> http://uk.linkedin.com/in/mdoniec ****
>
> ** **
>
>
>
>
> --
> *Stefan Andersson | Digital Janitor*****
>
> blog <http://sanders3d.wordpress.com> | showreel<http://vimeo.com/sanders3d>|
> twitter <http://twitter.com/sanders3d> | 
> LinkedIn<http://www.linkedin.com/in/sanders3d>| cell:
> +46-73-6268850 | skype:sanders3d****
>
> ** **
>
> ** **
>
> ** **
>
>
>
>
> --
> *Stefan Andersson | Digital Janitor*****
>
> blog <http://sanders3d.wordpress.com> | showreel<http://vimeo.com/sanders3d>|
> twitter <http://twitter.com/sanders3d> | 
> LinkedIn<http://www.linkedin.com/in/sanders3d>| cell:
> +46-73-6268850 | skype:sanders3d****
>
> ** **
>
> ** **
>
> ** **
>

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