Docs

Export Geometry Cache to Alembic

Streams a whole geometry cache out to an .abc file, one frame at a time, so peak memory equals a single frame no matter how long the cache runs.

Export Geometry Cache to Alembic node

The Export Geometry Cache to Alembic node

When to use it

Streams a whole geometry cache out to an .abc file, one frame at a time, so peak memory equals a single frame no matter how long the cache runs.

Pins

Pin Type Description
StreamingCache Streaming Geometry Cache The animated cache to write out, sculpt and all.

Settings

Setting Type Description
Mesh Name Text Meant to name the mesh inside the .abc. The cache writer never reads it, so typing here changes nothing about the file you get.
Flatten True/False Writes the whole cache as one mesh, with a face set marking out each material slot. That is the smaller, faster-reading file. Turn it off and you get a separate mesh per material section instead, which some older pipelines still want.
Start Frame Whole number First frame to write. Clamped to what the source actually has.
End Frame Whole number Last frame to write, counted in. Leave it at -1 to run through to the end of the source.
Rotation Vector Turns every frame as it is written, in degrees. The default quarter-turn is what takes MeshMorpher's Z-up over to the Y-up that Maya and Houdini expect. Zero it out and the cache opens lying on its back.
Scale Vector Scale applied along with the rotation. One negative component flips handedness, which is what the -1 on Y is there for.
Flip Mesh True/False Reverses triangle winding on the way out. Keep it on whenever Scale flips handedness, or the cache opens inside out with every surface facing away from you.
Invert Normals True/False Flips the normals as they are written. Reach for this only if the surface still shades inside out once winding and scale are sorted.
Use Custom Frame Rate True/False Sets the playback rate yourself instead of taking the one the source reports.
Custom Frame Rate Number Frames per second stamped on the file. Every frame in the range still gets written, so a lower number here plays the same animation slower rather than dropping anything.
Write Velocities True/False Writes how far each vertex moves between frames, which is what a renderer needs to produce motion blur.