Feedback needed on new UI - Axis & Unit Interoperability #3728
Replies: 3 comments 3 replies
-
Hi, This is something that's a constant struggle with Maya assets typically using centimetres and Houdini liking unit's in meters. So super excited to see this being worked on. A extra 4th option could be to apply the Axis/Unit conversion on Import, it would be like the 'Axis/Unit conversion on Import' example but freezing the rotation and scale values. Also a question about the export, when exporting to a different scale does the actual point data get scaled or is it simply written with different meta data? I would really want the option to scale the actual data vs just updating the meta data. David. |
Beta Was this translation helpful? Give feedback.
-
yessssss , finally, goddamn :D
thank you for your work on it |
Beta Was this translation helpful? Give feedback.
-
Hi, From a pipeline standpoint, I would experiment using expression variables and assume one up vector, tweaking its value, based on the DCC used, ex: build on the fly a root layer that holds a variable for which vector is up, and then sublayer the asset I want to load with the expression on a correction node, this way you should be able to save your edits at the right place, not loosing the expression. Thanks |
Beta Was this translation helpful? Give feedback.
-
Hey folks,
We’d like your feedback on some designs for Axis & Unit Interoperability, where we're looking to improve support of USDs stage metadata upAxis and metersPerUnit, so that things look good when artists bring things in.
Phase 1 - Import, Export, Create stage from file
Watch below!
Axis/Unit conversion on Import - Rotate and/or Scale
axis_import_rotate_objects_revised.mp4
Axis/Unit correction on Import - Add Parent Transform
import_add_parent_transform.mp4
Axis/Unit correction on Import - Overwrite Maya Preferences
import_overwrite_maya_references.mp4
Export - Use Maya Preferences
export_automatic.mp4
Create Stage from File - Rotate and/or Scale
load_stage_correction.mp4
Beyond
Phase 2 - Support other basic workflows (duplicate, edit as maya, cache to usd, USD references, etc.)
Phase 3 - Authoring directly in USD (note there's currently a proposal related to this that may have an impact on design)
In Exploration - sublayers, left vs right hand, cameras, shaders, animation, etc.
Let us know!
Thanks!
Scott Renaud
[email protected]
Beta Was this translation helpful? Give feedback.
All reactions