Replies: 4 comments 3 replies
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Hi Koen, As far as I'm aware, there is currently no support for dual quaternion in UsdSkel. Assuming this is still true, where do you write blend weight array to? Thank you, |
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While I think this would be interesting and useful as a long term addition,
I also think having a non-standard implementation in Maya USD would cause
issues in the USD ecosystem.
This is something I think would best be handled as an internal chaser, with
a schema proposal to Pixar first. Once that proposal has had buyoff, then I
could see it being mainlined here (assuming there are no other concerns)
Otherwise I'm concerned that we'll start seeing USD files with DQ that only
work for a singular studios needs, while everyone else in the ecosystem
will start getting USD files that are non standard, with no way to
understand what to do with that data.
…On Thu, May 13, 2021 at 6:57 AM Koen Vroeijenstijn ***@***.***> wrote:
Hello KxL,
I see the deformation code in usd skel as a sample implementation, much
like how I see HdStorm as a sample implementation for a renderer. The fact
that something is not supported in the sample implementation should not be
a reason to exclude it from writing it to the usd in my book ( we write a
lot of stuff hdstorm does not know how to deal with for example).
If you currently have these values authored in maya, export to usd and
re-import, they are stripped. We use our own deformation code that does use
this extra primvar. I store in under "skel:jointBlendWeights".
Thanks,
Koen
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Getting back on this topic. I noticed in the usd documentation DQ now seems to be supported ( https://openusd.org/dev/api/group___usd_skel___skinning_utils.html#:~:text=Functions-,USDSKEL_API%20bool%C2%A0,points%20using%20linear%20blend%20skinning%20(LBS)%20or%20dual%20quaternion%20skinning%20(DQS).,-USDSKEL_API%20bool%C2%A0 ). Also after exporting the skeleton to usd, in Houdini you can set the primvar:skel:skinningMethod to dualQuaternion. Is this something you can set in the export flags in Maya? We are currently on mayaUsd 0.27.0 Thanks in advance. Ralph |
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I have a PR open to fix this here: #3886 |
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Hello all,
I added support for the blend weights ( skinCluster.getBlendWeights(...) ) to the usd exporter from maya. Is there any appetite for a pull request for this?
Thanks,
Koen
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