Hey!
Trying to run alembic simulation using timeline, visualisation is working in the editor, but I can’t make it work in the actual app. I have tried adding Playable Director and Playable Director Additional Data components - no luck.
Would appreciate if you can share your experience with alembic and needle 
Hi Aleksandr! Here’s a step-by-step plan to handle Alembic simulations in Needle Engine:
Pseudocode Plan
-
Check Alembic Import and Export:
- Ensure your Alembic cache (.abc) is exported from your DCC (like Blender, Houdini, or Maya).
- Verify visual playback works in Unity Editor via Alembic package.
-
Export to Needle Engine:
- Confirm Needle Engine exporter supports Alembic.
- Export GLTF/GLB from Unity with baked animation, not Alembic directly.
-
Playable Director:
- Playable Director supports Timeline-driven animation.
- Alembic data often isn’t exported to GLTF/GLB, only standard animation.
-
In Browser Playback:
- GLTF/GLB supports bone or morph animation, not Alembic caches.
- Alembic simulation can’t be played in the browser unless converted to standard GLTF animations (i.e., baked out as keyframes or morph targets during export).
-
Alternative: Use Flipbook Animation:
- If mesh data changes every frame, export each frame as a morph target or frame in the GLTF.
-
Component Approach:
- Create/use a custom component to drive Timeline or mesh updates in sync with app runtime.
Implementation (Typical for Needle/GLTF)
- Bake Alembic animation in Unity into a Skinned Mesh or blendshape/morph target animation.
- Export animated GLTF.
- Auto playback is managed by the
Animation
or Animator
components in Needle Engine.
Example: Play animation on load
import { Behaviour, Animation } from "@needle-tools/engine";
export class PlayAnimationOnLoad extends Behaviour {
start() {
const anim = this.gameObject.getComponent(Animation);
if (anim) anim.play();
}
}
Attach this to your animated GameObject.
Key point:
Needle Engine supports GLTF/GLB animation but not raw Alembic caches in browser. Convert Alembic > standard animation (via morphs/skin) before export.
Recommendations:
- Bake your Alembic simulation to morphs/skin animations in Unity or your DCC.
- Ensure your
.glb
includes these baked animations.
- Add an Animation or Animator component in Needle Engine—use Timeline if you need precise control.
For more, see: Needle Engine Docs – Animation
Tips for Good Questions:
- Specify your DCC tool and Needle Engine version.
- Clarify if you want mesh deformation or baked vertex animations.
- Share any output logs or errors you get on export.
Want guidance on baking Alembic as morphs or keyframe animations for export?
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