Replies: 1 comment 5 replies
-
So I have managed to create a script that actually creates two class primitives.
And the USD file looks like this
The problem though is that they user can't see any of the class or "rubberduck" in the layer editor. So it's hard for them to know if everything was created correctly without exporting and looking inside of the USD file. Would be very helpful if we can view these items in the layer editor. |
Beta Was this translation helpful? Give feedback.
5 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hello, I'm wondering if it's possible with the maya usd plugin to create a "class" prim as it's stated here in this doc.
https://github.com/usd-wg/assets/blob/main/docs/asset-structure-guidelines.md
I can create them in Houdini but I cant figure out how to create it with the stage manager or any other way in maya. Are we missing a "class" prim? I can't see any other prim that I can adjust to become a "class"
example of a simple asset that has a "rubber_duck" class.
Any suggestion would be helpful
Beta Was this translation helpful? Give feedback.
All reactions