So apperntly Ue4 4.13 supports alembic cache animations, I'm not sure what it is but my understanding is It creates a geometry cache of an animation using a skeleton, am i right ?
So I would assume a skeletal animation is more dynamic but uses more memory than the "Alembic cache".
Should I stick to what I know or should I try getting into this cache thing, how much memory does it really save ?
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You probably want to use this only for stuff that can't be animated at runtime or require a costly physics setup like a building exploding, cables or ropes breaking or a complex cloth simulation.
We're supporting Alembic for Toolbag 3, but mostly to make it easy for users to export complex rigs, especially those not designed for games, without having to worry about what is supported by FBX. But I'm not sure how practical it would be outside of very special cases for most games, due to the memory and performance constraints.