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.
AEmaxRelatedTabs
now has a default value of 100.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.
dataType[sizeofArray]
. When an array attribute has a value contained in box brackets, on hover and rightclick, you can Copy Attribute Value or Print to Script Editor (with the same value as copy). Note: Custom array attributes and schemas with array datatypes also follow this syntax.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.
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.
Root Layer: Identifies the root layer of a stage. If a file path is shown in this field, the root layer is a file on disk. If a <layerName>
is shown in this field, the root layer is an anonymous layer.
Default Prim: As part of its metadata, each stage can identify a default prim. This is the primitive that is referenced in if you reference in a file.
Shareable: This checkbox denotes if a stage is unshareable or shareable. Currently, stages in MayaUSD default to shareable. If you would like to have a "sandbox" version of a stage that comes pre-equipped with a new root layer, you can toggle the stage to be Unshareable. Edits to an unshareable stage would be serialized into your Maya scene file. You can use this checkbox to toggle back and forth between the shareable and unshareable stages in the Attribute Editor as you work.
Shareable: If enabled (default), the stage is shareable. If a shared stage is brought into a Maya scene in multiple instances (ex. multiple Maya proxyShapes use the same USD stage source), all occurrences of the stage will reflect the same edits when manipulated and behave the same way.
ExistingStageExample
and add a new anonymous layer to it, it is expected that if you create another Stage from File with the same stage ExistingStageExample
, this second stage will have the same new anonymous layer as well. Any edits to a layer in one stage are reflected in all other uses of the same stage. The two different proxyShapes are sharing the same stage. The stage's source File (as seen in the 'Stage Source' category in the Stage's AE template for USD) is one stage in memory. The two different proxyShape nodes grab this same stage because it's impossible to separate them as their 'Stage Source' is the same.Unshareable: If disabled, the stage becomes unshareable. When unshareable, a stage is copied in memory as a ‘sandbox’ version with a pre-equipped root layer. Any edits to an unshareable stage are serialized into your Maya scene file.
File: Load in a file as the stage source.
Purpose: Toggle purpose categories on and off to change their visibility in the Viewport. Set the purpose of prims individually to use this category filter on the stage and witness the filter in the Viewport.
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.
Xform Op
order, followed by the Xform Op Order
attribute. Each time you transform an object, the Xform Op
attributes update.Visibility: When set to Invisible, the selected prim and its descendants are hidden in the Viewport. When set to Inherited, the visibility of the selected prim is the same as the prim's parent. For more information, see Visibility in the Pixar USD Glossary.
Purpose: Lets you classify prims (geometry) into visibility categories, so they can each be included or excluded from traversals of prims on a stage. Assign the purpose of a prim to specify its render fidelity in the viewport. When purpose is assigned to a prim, it overrides the purpose of its descendants. When purpose is set, the viewport display can be filtered by purpose categories under Object Display for the stage (proxyShape node).
Guide: Assign to prims intended as markings, lines, arrows or interaction guides.
Proxy: Assign to prims intended for lightweight proxy rendering.
Render: Assign to prims intended for final high-quality rendering.
Related Concepts: See Purpose and Stage Traversal in the Pixar USD Glossary.
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.
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.
instanceable = true
.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.