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> this seems fundamental to a baked geometry interchange format
IIRC, .obj doesn't have any information about coordinate system, this mean you often had to modify the imported geometry depending on which software it was exported.
But I agree, it's an important thing. I suspect Alembic authors didn't want to "choose" a coordinate system to avoid any friction with various software peoples... I dunno.
> That said, my (limited) experience so far seems to indicate that there is a de facto coordinate system convention: I'm able to indifferently import Alembic files generated from 3ds Max or Maya without any special handling, and none of the Alembic importers I could find (Unreal, Unity, 3ds Max, Maya...) allow to specify which way is up.
The fact those applications (Unreal, Unity, 3ds Max, Maya...) are able to read an alembic and translate its coordinate system to their own doesn't mean there is one single coordinate system. Instead, I suppose they "detect" which software was the original exporter and apply a transformation matrix to match their internal coordinate system.
> Guerilla is the first importer I've seen that offers this feature. Is it really useful?
This parameter is not specific to the Alembic importer, it's a parameter of any transform node. References in Guerilla are not Alembic only but also .obj so yes, it's useful (even for more tricky cases like scripts like rib_to_obj which read a rib and translate to obj. This is not "how it should be done" but the fact you have such parameter make it an option).
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