pixelpartner, German

My question to the community:
Did NVIDIA's contributions to import/export of USD render it useless for animation pipelines?
Both export of SubD and SkelAnim are sabotaged because can only handle polyMeshes and also needs baked normals.
I hope Apple can prevent further damages.
Or maybe I'm doing it wrong 🤷🏼‍♂️

pixelpartner,

Looks like all these vital features are already implemented in the universal-scene-description branch, but not yet merged into 4alpha. In fact Nvidia is helping a lot.

Drwave,
@Drwave@mastodon.social avatar

@pixelpartner have you logged a bug on this somewhere with an example?

pixelpartner,

@Drwave The limitations on always exporting SubD as polyMesh are wanted by the devs and documented / explained with the high priority for "custom normals".
The export of Armature animations as "points per keyframe" was already an issue a year ago. I wrote my own custom export. Export to glTF and conversion to USD works as expected with UsdSkelAnim.
I'll file an issue for the latter and will CC you. Thanks🙏

Gerhard_Schroeder,

@pixelpartner @Drwave

I saw the animation of a flame!

Amazing :D

pixelpartner,

Context: We jiggle cards with Rocket exhaust texture using UsdSkelAnim in ARQL

pixelpartner,
Drwave,
@Drwave@mastodon.social avatar

@pixelpartner great. Do you have one re: subdivision surfaces?

pixelpartner,

@Drwave I installed the latest 4.0.0alpha of the USD branch and both issues (SkelAnim / SubD) seem to be solved, but none of the exported assets are compatible to the macOS13.4 ways to view USD (Finder/Preview/RConverter (unknown node) /RComposer (crash)).
I suspect something related to metersPerUnit/ scene scaling / Axis and hope you may test on macOS14

pixelpartner,
configxr,

FYI: @Drwave

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