The USD Import options appear when you select File > Import and choose USD Import under the Files of type drop-down menu. The following options appear under the File Type Specific Options section. Here you can select what is included when you import a USD file into Maya.
If you have a plug-in loaded into Maya and it has import options registered and configured with MayaUSD, the following dropdown option appears:
When a USD file is selected, click the Hierarchy View button that appears. Use the USD Hierarchy View window to build the scope of an import and switch variants.
A USD file consists of prims, the primary container object in USD. Prims can contain any scene element (ex. meshes, lights, cameras, etc). Select and deselect prims in the USD Hierarchy View window to build the scope of your import.
A variant is a single, named variation of a variant set. Each variant set is a package of alternatives that users can switch between non-destructively. A variant set has no limits to what it can store. Variants can be used to swap out a material or change the entire hierarchy of an asset. A single prim can have many variants and variant sets, but only one variant from each variant set can be selected for import into Maya.
After building the scope of a USD file for import, changes that are applied can be quickly reset by clicking the icon.
If checked, shading data is extracted from the USD file for import and you can select a preferred conversion method from the dropdown menu.
When this Materials checkbox is selected, the following option appears:
Material conversion: Select the preferred conversion method for inbound USD shading data to bind with Maya geometry. You can select from the following options:
No Conversion (Default): No conversion of USD shading data.
Standard Surface: Shading data to be extracted and mapped to a standardSurface Maya shader node.
Lambert: Shading data to be extracted and mapped to a Lambert shader node.
USD Preview Surface: Shading data to be extracted and mapped to a UsdPreviewSurface Maya shader node.
UsdPreviewSurface
shader node is identical to the pxrUsdPreviewSurface
shader node provided by previous versions of the Maya USD plug-in. There may be backward compatibility issues with scenes that have both shader nodes loaded. For more information and a workaround, see USD Limitations. Related Concepts: For more information, see PreviewSurface in the Pixar USD documentation.
Blinn: Shading data to be extracted and mapped to a Blinn shader node.
Phong: Shading data to be extracted and mapped to a Phong shader node.
Texture File Paths: Choose whether your texture files are written as relative or absolute paths as you import them to Maya. If you select Automatic, it will be chosen for you in the import based on what they currently are as USD data.
USDZ Texture Import: When a .usdz file is chosen and this checkbox is selected, .usdz texture files are imported and copied to new files on disk. To locate these files, navigate to your current Maya workspace sourceimages directory.
Supported image file formats: The image reader for MayaUSD is facilitated through OpenImageIO (an open source library for image reading). MayaUSD should be able to open any image supported by OpenImageIO. MayaUSD also supports OpenEXR textures, 8, 16 and 32 bits, single channel, RGB and RGBA.
By default, this field is checked, indicating that instanced prims will be converted to Maya instances. Instanced prims share parts of the USD scenegraph through instancing. Each instanced prim is associated with a master prim that serves as the root of the scenegraph. This hierarchy reduces the time needed to load the file. Instanced prims must be manually tagged.
If this field is unchecked, instanced prims will not be converted to Maya instances.
instanceable=true
USD prim) is imported into Maya using this option, the objects are linked when converted to Maya data. Thus, when one of the instances is selected in the Viewport, they are all selected.By default, this field is unchecked, indicating that animation data will not be imported.
If checked, animation data will be imported into your scene. The following option appears when Animation data is enabled: