![]() Up Axis: Select the upward axis of orientation for your USD scene.hidden ascendant nodes with visible descendent nodes resulting in hidden due to USD inheritance schema). Important: visibility discrepancies can occur with this selection (ie. Use USD Visibility: If selected, hidden objects will be marked as USD invisible on export.Hidden Objects: If selected, hidden objects will be included in your USD export. The layer has in-memory changes (is dirty), those edits will not be saved, and the result may not reflect the current viewport representation.The referenced layer has multiple root prims, in this case, the result might not match expectations, as only a single prim can bet targeted in the reference.The referenced layer has no default prim, in this case the first found prim is used as reference target.Important: The USD references do not reflect the current stage mask, nor does it contain the animation options for the stage. USD stage objects that are found in the 3ds Max scene are exported as USD references to whatever the root layer of that stage object is. USD Stages: If selected, USD stage objects or prims are exported as USD references. Note: Light instances are not supported with RenderMan render delegate in USDView. Target Primvar: Type in the specific primvar to target.If you choose Custom you can configure the following in your channel export: As none: Surface normals are not exported.Ĭhannels (Vertex Colors UVW): Select the level of export for channels.As attribute: Exports surface normals as attributes. ![]() Primvars are “primitive variables”, a special attribute associated with a geometric prim (GPrim) to interpolate attribute values over the surface/volume of a prim. As primvar: Exports normals as USD primvars (recommended).Normals: Select the method for exporting surface normals. Curved faces in your scene will be split into a collection of planar faces upon export.īake Offset Transform: If selected, offset transformations of an object will be baked into their geometry. Preserve Edge Orientation: If selected, all mesh faces in the scene to be exported will be made planar. Convert to Triangles (triMesh): Converts all meshes to triangulated meshes on export.If meshes are triangulated, polygons are created from invisible edges. Convert to Polygons (polyMesh): Converts meshes to polygonal meshes on export.Preserve Existing: Exports meshes as is in the scene.Mesh Format: Select the format for output meshes. To see them in USDView you need to turn on the display of the Guide Purpose. General Note: Bone objects (including CAT and Biped, export with the purpose set to guide in USD) This means they do not render, and by default are not shown in USDView. Geometry: If selected, mesh geometry is extracted from the scene for USD export. Important: Skin and Morpher are not supported (USDSkel is unsupported). Splines with Animation data (transform manipulation and point modification are both supported).The following is supported in the export of animations: Note: When you choose Animation Range, the frame range specified is tied to your current Animation Range in the Time Slider.
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