Alembic mesh deformers not working in Modo 12

We have a Modo scene with multiple meshes driven by alembic files.
All files reside in the same project folder on a server that we use regularly for farm rendering.

Everything works fine interactively in Modo but submission thru Modo Deadline kit or from within Deadline we get no alembic animation.

Modo render or Modo V-Ray both fail.

However, exporting Octane out of Modo and submitting an Octane job thru Deadline works fine.
I’m assuming that’s because Octane creates a huge alembic file that contains everything.

Running Modo 12.0v1 and Deadline 10.0.16.6

I can share a scene if you’d like to test.

Well, one thing that sets Modo apart from some others is that we try to modify relative paths to be absolute based on either the main Modo scene or the project directory.

I went reading through the plugin, and it looks like there’s a plugin-level option to “EnablePathMapping”. I think you might have hit a bug, but try disabling it to work around it:

There’s something wrong with the path mapping, I found there was a similar issue with MDD

Are you using relative project paths or absolute paths?
Are you going cross platform, like OSX to Windows?

Hi Edwin :wink: Still getting this Modo pathing issue then!

Disabling it won’t help if you’re cross platform, I did get advice on setting regions for cross platform machines but this seemed a big convoluted for something that should just work.

Yeah, if you guys are experiencing issues with pathmapping in Modo, we’d definitely love to have some minimal test scenes that demonstrate the issues. Makes it a whole lot easier to fix if we know a certain set-up doesn’t work.

YES!! When I turned off path mapping it works!
Thank you all!

I’m happy to share a test scene if you like.

Yes please! Path mapping is critical for some studios so we do want to make sure it’ll work for everyone.