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Mesh Morpher documentation

Write Alembic

1 page · exported 2026-09-06 · https://meshmorpher.com/docs/studio-and-graph/exporters/write-alembic

Studio and Graph › Exporters

Write Alembic

A single-sample poly mesh in an .abc archive, with every UV set. Alembic is at its best as a modelling handoff to Maya, Houdini or ZBrush.

Write Alembic node

The Write Alembic node

When to use it

A single-sample poly mesh in an .abc archive, with every UV set. Alembic is at its best as a modelling handoff to Maya, Houdini or ZBrush.

This is the static-asset counterpart to Export Geometry Cache to Alembic: that node bakes a deforming sequence, this one writes one shape.

There is no skeleton in an Alembic file, so a rigged character has to go out as FBX.

How to use it

  1. 1

    Connect a mesh to the Mesh input pin

  2. 2

    Tweak the axis and scale settings

  3. 3

    Click Write Alembic and choose a destination

Pins

Pin Type Description
Mesh Mesh The mesh to save. Alembic keeps the shape, normals and UVs, but has nowhere to put vertex colours or materials.

Settings

Setting Type Description
Scale Number Multiplies every vertex position on the way out. Alembic records no units anywhere in the file, so these numbers are the whole story: the 0.01 default turns MeshMorpher's centimetres into the metres Houdini and Blender expect. Leave it at 1 and the mesh lands a hundred times too big in those - though Maya itself works in centimetres, so a Maya-only round trip may want 1. Set it to 1 for a file you intend to load back into MeshMorpher, which reads the numbers as they are.
Y Up True/False Stands the mesh up Y-up, the way most other packages want it, instead of the Z-up MeshMorpher works in. Either way the shape is preserved, not mirrored, and Load Alembic File brings it back exactly as it left.
Flip Winding True/False Reverses triangle winding, which is what keeps the surface facing outward once the axes have been converted. Leave it on: switch it off and the mesh opens inside out, and Alembic has nowhere to record that you meant it.
Flip V True/False Flips V so UVs sit the way Maya reads them. Get it wrong and textures come out upside down.
Write All UV Sets True/False Writes every UV set, not just the first. The extras come through named uv1, uv2 and so on.
Mesh Name Text What the mesh is called once it is inside the file.