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At this point, USDs containing just geometry will load, however AssetProcessor will fail to create a product for a simple USD which references that very same geom file.
Warning | The builder (Scene Builder) has not indicated it handled outputting product dependencies for file Assets/usdObj-001.usda. This is a programmer error.
@@ -268,17 +264,9 @@ The Assimp scene builder returns the sub-meshes and O3D breaks them out into sep
#### After Phase 2, USD files can reference other USD or OBJ meshes
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While ultimately the same O3DE entity hierarchy is produced, notice how unlike before, the car asset references external files (_carbody.usd_ and _tire.obj_) allowing multiple content creators to work at the same time.
@@ -578,4 +542,4 @@ Right now we have some big challenges with importing very large scenes. We load
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Our current pipeline for the most part works best when you give it large, composited scene files. We have no processing tools that can reconstruct a large complex scene from multiple different source scene files.
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USD support would give us that. If a customer had a complex setup that would result in an extremely large single FBX file, they may be able to instead manage that content as multiple, smaller USD files that reference each other to create the same scene. This seems to be a big driving factor in Pixar creating this format to begin with, they were trying to solve these scale problems.
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USD support would give us that. If a customer had a complex setup that would result in an extremely large single FBX file, they may be able to instead manage that content as multiple, smaller USD files that reference each other to create the same scene. This seems to be a big driving factor in Pixar creating this format to begin with, they were trying to solve these scale problems.
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