USD data in the Attribute Editor

Selecting a stage or prim in the Outliner or Viewport displays its attributes in the Attribute Editor. You can distinguish USD data in the Attribute Editor as it will read Universal Scene Description beside the Data Model label.

Display Settings in the Attribute Editor

Important: The maximum number of tabs you can have in the AE is 100. If you are an advanced user, OptionVar AEmaxRelatedTabs now has a default value of 100.

Array Attributes

You can toggle the view of USD array attributes on and off in the Attribute Editor. In the Attribute Editor, select Show > Universal Scene Description > Show Array Attributes. Deselect the same checkbox to hide array attributes (hidden by default). Once this setting is toggled on, you can view useful widgets for Array Attributes in the Attribute Editor.

Connected Attributes

USD attributes that are connected can display in the AE. When an attibute is connected you can right click the widget with the Maya yellow foreground to display the connected attribute. When using this context menu, you can select to change the Attribute Editor to display the properties of that new prim.

Important: The Maya selection is not modified. Only the Attribute Editor display can be expected to change with this selection.

Locked Attributes

You can lock and unlock USD attributes from being edited in the AE. You can right-click an attribute in the Attribute Editor to choose to Lock Attribute or Unlock Attribute as prompted. Locked attributes display with a traditional "grey bar" to the left of the field as displayed below and the attribute cannot be modified.

Important: Metadata of prims cannot be locked and unlocked as they are not attributes. Similarly, purpose or categories as part of Maya data (the proxyshape node) cannot be locked or unlocked, as the Maya proxyshape node works as a typical Maya node.

Attributes for a Stage (proxyShape node)

Stage

Stage Source

Stage Display

Object Display

Attributes for a Prim

Attributes for prims follow a schema-based categorization method. This system of schema inherits groups attributes per schema, allowing for custom attributes to follow their appropriate schema base. This system also allows for these custom schemas to be grouped by order in the schema inheritence system.

Related Concepts: To learn more about this inhertiance system, see the USD schema inheritance diagram from the USD API documentation and USD schema classes in the Pixar USD Glossary.

Xformable (ie. Transform)

Imageable (ie. Display)

Applied Schemas

A schema class is a container of a usd prim that provides a layer of specific, named API atop the underlying scenegraph. For advanced users, USD provides a code generator script called 'usdGenSchema' for creating new schema classes. Schemas are customizable and these customized schemas are viewable from the Attribute Editor. The Attribute Editor also displays applied schemas on prims and groups attributes coming from applied schemas into their own category in the Attribute Editor.

Tip: If you script your own applied schema via your USD plug-in, that applied schema and attributes will appear in this category.

Metadata

Prims and properties in USD can possess metadata, but metadata cannot itself have metadata. Metadata are pre-loaded string values used extensibly. However adding a new, named piece of metadata requires a change to a configuration file to do so, as Maya software needs to know definitively what the datatype of the metadatum should be.

Attributes for Prims with Dependencies

Relative Pathing for Textures and References

If you have MayaUSD and no LookdevX loaded, it is impossible to create a texture on a prim. You need LookdevX to do this. However, if you open a USD file with a texture already authored, you can change the texture to a relative path using the file browser in the Attribute Editor. For example, you can add a texture on a rectLight or DomeLight prim relatively or even add a non-image file such as a media file on a SpacialAudio prim or a Maya file on a MayaReference prim.

  1. To do this, click on the folder icon in the Attribute Editor of a file input you want to make relative and then toggle on Make Path Relative to Edit Target Layer Directory.
    • Make Path Relative to Edit Target Layer Directory: Enable this toggle to activate relative pathing to your current edit target layer’s directory. If this option is disabled, verify that your target layer is not anonymous and save it to disk. See Make Path Relative.
      • Path Preview: This field previews the path of your chosen working directory for your USD file, if you have relative pathing enabled. Note: The path preview for the file can vary for each individual as the file is handed off.
  2. When importing or exporting your texture file paths in USD, ensure you use the Texture File Paths toggle in the import or export dialog to ensure your paths are saved relatively.