Mya, houdini USD #124
Replies: 1 comment
-
|
What you are referring is proper usd authoring and before diving into that, it needs to be considered carefully analyzing from a broader perspective. I believe usd authoring should use the standalone usd api and should have customized extractors and ingestors per dcc. This is currently not in my short term plans. A proper usd workflow is usually an overkill for individual artists and smaller teams. And bigger studios have their own specific requirement with their dedicated pipe department. In the future, if I can come up with a 'one size fits all' (or most) solution I can work on it. However it is not my priority at the moment. I started documentation for custom extractors and ingestors providing necessary bits and pieces. It is possible someone may develop an integration for this before I start on that. |
Beta Was this translation helpful? Give feedback.
Uh oh!
There was an error while loading. Please reload this page.
-
Hello I am just wondering if there a consideration for the assets workflow when publlish the asset it published an usd or alembic but whe this is import in to the scene in maya it loads as a maya data and not usd data is this for a reason?
for example if i have Asset01 that will be part of the shot 010 on my task of layout i usually import or load the reference Asset01 if is alembic or if the layout is done in maya reference the maya file, but with usd i should import/load the Asset01 usd file this way always will be updated with the last version published and the the lay out could stored all assets ina usd layout layer that can be read for animation or lighting
is this makes sence?
Beta Was this translation helpful? Give feedback.
All reactions