Write Usd#
(ProcessWriteUsd)
- Category:
Process
- Default object name:
write_usd
Description#
Bakes the content of an input context into a USD stage.
Attributes#
Name | Type | Description |
---|---|---|
Run Process | action |
|
Input Context | reference |
Input context to export. |
Filename | string |
Filename of the output stage. Choose .usda for text format (slow and huge file, only use for debug on small contexts) or .usdc for compact and fast binary format. |
Default Prim | long |
Configure the default prim of the exported stage. If 'Create' is chosen (default) an Xform root node will be created and used as the default prim. Otherwise you can choose an object from the scene to use as the default prim. In this case, beware that USD uses a kinematic hierarchy! |
Root Prim | reference (SceneItem ) |
Choose which object will be set as the root prim of the exported stage. Note that USD uses a kinematic hierarchy, so be careful when choosing. |
Use Instances | bool |
When true, objects used more than once will be encapsulated in an instanceable xform, and instances will be used instead of simple references. |
Export Invisible Objects | bool |
By default, objects that are always invisible will not be exported. Use this to force them to be exported (they will be flagged invisible in USD) |
Export Displacement | bool |
When checked (by default) displacement and subdivision will be baked in the exported geometry |
Anim Mode | long |
Choose what animation data to export. |
Custom Frame | long |
Specify the frame to export, when using Custom Range mode. |
Custom Frame Range | long[2] |
Specify the start/end frames to export, when using Custom Range mode. |