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FWIW, I took a similar approach here: #3340 The difference I believe is that I am not loading assets/components in the layer editor, but rather am using that for all the work from each department (modeling, layout, lookdev, each has their own sublayer). Then I use the Outliner to build the stage, referencing or payloading in components/assets. I have a video walkthrough of the process here: https://www.youtube.com/watch?v=mIGvq5-7HAI&t=809s Hope it's helpful, |
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So I'm doing my best to try and create assets in Maya as we are used to do them in Houdini. This means we follow closely this guide: https://github.com/usd-wg/assets/blob/main/docs/asset-structure-guidelines.md
I've gotten to the part where I'm able to create the asset container which has a default primitive and also a class object. I've also added a payload. But there is where it stops ( all done in python ). Perhaps I'm doing this the wrong way, but what I'm trying to create is something that looks like this structure

asset.usda
contains the class object and the link to the payload. It should also contain the bounding box once I have the geometry.
payload.usda
this holds the sublayers for geometry and shading ( geom.usdc, shade.usda )
Via the layer editor I'm not really able to compose the asset in this fashion. Maybe its a limitation but I'm not sure how else I would go about it.
Which brings up the next question. Should we disregard the layer editor completely for asset construction? Would this be where we only use bifrost? ( which I have yet to explore ).
regards
stefan
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