Alembic not importing UVs (if file incorrectly sets geoScope to kVertexScope - even though actual data implies kFacevaryingScope - which 2.93 handled gracefully) #93906
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Reference: blender/blender#93906
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System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.19
Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash:
f1cca30557
Worked: 2.93
Since
3385c04598
we are more strict in regards to "malformed" .abc (see discussion below)Short description of error
in 2.93 import no question
but 3.0 uv data lost
abc file{F12721151}
Added subscriber: @shadow_creeper
abc import mmd 同to import mmd turn to abc ,uv data lostChanged status from 'Needs Triage' to: 'Confirmed'
Added subscriber: @lichtwerk
Will check.
So, first findings:
f9567f6c63
7c68147709
(but no more UVs)If I compare a simple .abc export of a cube with UVs [current master] and provided .abc I see the following:
Seems like UVs are stored in plain
ArrayProperty
(instead ofCompoundProperty
/userProperties
), also thesourceName
is missing.Checking why this was still importing fine before
f9567f6c63
now.@shadow_creeper : was this .abc exported from blender? (which version?)
i use mikumikudance softwave of mikumiku bridge addon , .mmd exported to .abc
2.93 or c4d can import this abc
but 3.0 import will lost uv data
@philipp-14 Oeser (lichtwerk)
Added subscriber: @philipp-14
@philipp-14 Oeser
is it pssoble to do a test and use 2.93 code ti import if uv data is lost?
@shadow_creeper : I am on it, please use "lichtwerk" as my user name (poor Philipp Kant has been subscribed on accident to too many reports, sorry for this)
As it looks now, the real culprit commit is
3385c04598
, but checking further...Changed status from 'Confirmed' to: 'Needs User Info'
Added subscriber: @dr.sybren
So the real "problem" is actually in the file I think.
It defines the
geoScope
of theArrayProperty
as beingkVertexScope
:The indices look like they are meant for face corners though (they dont match the vertex count, but they match the loop count).
Prior to
3385c04598
, the scope wasnt checked as thoroughly, so face corners were always assumed [ and thus nobody noticed ;) -- everything was just read in as facecorner/loop data and all was good].However, this is still an error in the file, if it exports the UVs on face corners, the scope should be
kFacevaryingScope
[ reg. C4D -- i can only assume they are sloopy as we were before3385c04598
:) ]:I can get it to import just fine doing the following hack [@dr.sybren: this will never get allowed in master, right?]
P2656: T93906_hack
Anyways, to understand the mikumiku workflow better:
Still waiting for answers to this:
For until then, will step down as the one assigned here...
import mmd turn to abc ,uv data lostto Alembic not importing UVs (if file incorrectly sets geoScope to kVertexScope - even though actual data implies kFacevaryingScope - which 2.93 handled gracefully)Changed status from 'Needs User Info' to: 'Archived'
No activity for more than a week. As per the tracker policy we assume the issue is gone and can be closed.
Thanks again for the report. If the problem persists please open a new report with the required information.
I can provide you with some answers.
https://github.com/uimac/mmdbridge
In the link above is the source code of the software used in the report, where you can find some relevant information.
It is a software accessory plug-in, you can refer to the link below for the operation (but it does not help to solve the problem).
https://mmdbridge.vec4d.xyz/%E3%83%9B%E3%83%BC%E3%83%A0/usage-in-english
I need to use this software to export .abc because of some project requirements. Unfortunately, it still loses uv in Blender3.5 version (it is normal in 2.93 and other 3D software).
As you said, it might be a problem in the abc file. But it's not necessarily a bug, it could be to simplify the file size. And if it's a bug, you should get the same result in other 3D software.
Refer to the above script screenshot and source code file (you need to open the project file with VS to view the reference of d3d9), we only study mode 0 and 2, the behavior of mode 1 is very strange, and the result of mode 3 is the same as that of 0, so we don’t consider it for now. The case of mode 0 may be related to the loop count you said (it will be represented as missing uv in 3.5), and the mode 2 may be related to the vertex count (it works normally in 3.5). But the former only needs 200mb to export the .abc file of 100 frames, and the latter needs nearly 1000mb. This is a challenge for my hard drive.
Finally, you can find information about kVertexScope in the screenshot above (it's located in d3d9/alembic.cpp), but since I'm not a professional, I can't understand it.
I think it is necessary to reopen the report, hope this reply helps you to fix the error.