From 9e554f2e216b945612266ba02351a70fca888e1b Mon Sep 17 00:00:00 2001 From: oumad Date: Fri, 10 Nov 2023 09:44:43 +0000 Subject: [PATCH] deploy: f024ec37e732f6828e20f7eeed98c9e4da484f33 --- 404.html | 4 ++-- ...s_stage-b9f7a66887c28f2648bf16d4fbd93406.svg | 17 ----------------- assets/js/8d3d5641.20275ba7.js | 1 - assets/js/8d3d5641.eb6812d3.js | 1 + ...ain.234abb06.js => runtime~main.9bda29c0.js} | 2 +- blog/archive/index.html | 4 ++-- blog/index.html | 4 ++-- blog/introducing-usdtweak/index.html | 4 ++-- blog/tags/index.html | 4 ++-- blog/tags/introduction/index.html | 4 ++-- blog/tags/motivation/index.html | 4 ++-- blog/tags/usdtweak/index.html | 4 ++-- docs/Concepts/LayerVsStage/index.html | 6 +++--- docs/Guides/AssignMaterial/index.html | 4 ++-- docs/Guides/Building/index.html | 4 ++-- docs/Guides/OpenUsdFile/index.html | 4 ++-- docs/category/concepts/index.html | 4 ++-- docs/category/guides/index.html | 4 ++-- docs/intro/index.html | 4 ++-- index.html | 4 ++-- 20 files changed, 35 insertions(+), 52 deletions(-) delete mode 100644 assets/images/layer_vs_stage-b9f7a66887c28f2648bf16d4fbd93406.svg delete mode 100644 assets/js/8d3d5641.20275ba7.js create mode 100644 assets/js/8d3d5641.eb6812d3.js rename assets/js/{runtime~main.234abb06.js => runtime~main.9bda29c0.js} (98%) diff --git a/404.html b/404.html index 30a8214..584b9aa 100644 --- a/404.html +++ b/404.html @@ -5,13 +5,13 @@ Page Not Found | usdtweak - +
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- + \ No newline at end of file diff --git a/blog/index.html b/blog/index.html index 7482a06..a8358e1 100644 --- a/blog/index.html +++ b/blog/index.html @@ -5,13 +5,13 @@ Blog | usdtweak - +

· 3 min read
Cyril Pichard
Mohamed Oumoumad

What is usdtweak ?

Usdtweak is a USD editor. Think of it like Usdview but with full editing capabilities. Usdtweak is also optimized for switching between multiple layers and stages efficiently.

What usdtweak is not ?

Usdtweak is not a content creation app, while it allows you to add/remove data and manipulate prims,attributes of stages or layers, it was not designed to generate content for your scene. Instead it was made to easily and efficiently edit content created from different DCC apps.

Motivation

Usdtweak was originally created at a time where there was no other option than opening the usd files in ascii format or using python bindings to edit them, which was not very efficient for quickly inspecting and fixing scenes. Today many existing DCC apps are starting to support USD editing (Houdini, maya..), there are also other new DCC apps that are fully based on USD (ex : Omniverse, Wizart DCC Platform…), and we also have other useful open source tools for general usd editing (Dreamwork’s usd manager, usdNodeGraph. Each one of these solutions either have limitations to how much you can easily and efficiently edit USD files, or they introduce their specific non standard variables, which limits interoperability and forces you to stick with one DCC. Instead usdtweak aims to provide the maximum freedom and confidence to artists in working with USD throughout their pipeline with any or even multiple DCCs at the same time, more on this on “Why use Usdtweak”.

Why use Usdtweak ?

Lightweight

Usdtweak is blazingly fast to startup, as fast as opening a simple text editor, this is because usdtweak is written in C++ and doesn’t rely on bloated packages like Qt. For the same reason it is also very fast at opening usd files as a layer or even as a stage.

Full USD standard

Usdtweak focuses on USD native capabilities for all the features it provides, this preserves maximum interoperability and ensures the most durable workflow throughout the pipeline, it also encourages best practices when working with USD.

Multi layer/stage editing

Usdtweak is optimized for dealing with many layers and stages at a time while keeping the most minimal memory footprint.

Features

  • Layer prims and attributes authoring.
  • Layer composition arcs authoring.
  • Stage editing with edit target.
  • Stage rendering ( comes with storm but any render delegate can be added).
  • Attributes keyframing.
  • Animation playblast.
  • Text editor
  • And a lot more…

Use cases

  • When your favorite DCC app doesn't allow you to do a specific USD manipulation like editing a specific attribute, dealing with instances, or authoring variants, usdtweak is useful for quickly opening the layer or stage, making the edit you want, saving, and reloading the layer in your DCC app.
  • When there's an issue causing a USD file to not work correctly in your DCC app, quickly open it in usdtweak and start debugging by checking the layer properties, prims, attributes, and try changing/removing values.
  • When you need to quickly prepare a starting USD file with sublayers and properties to use later in a specific DCC where it is usually hard or slow to do that (ex Unreal Engine).
  • When you want to bring models exported from your favorite DCC apps and make them into assets that benefit from USD's rich composition system and render purposes.
  • ...
- + \ No newline at end of file diff --git a/blog/introducing-usdtweak/index.html b/blog/introducing-usdtweak/index.html index 5a1f747..2f80750 100644 --- a/blog/introducing-usdtweak/index.html +++ b/blog/introducing-usdtweak/index.html @@ -5,13 +5,13 @@ Introducing usdtweak | usdtweak - +

Introducing usdtweak

· 3 min read
Cyril Pichard
Mohamed Oumoumad

What is usdtweak ?

Usdtweak is a USD editor. Think of it like Usdview but with full editing capabilities. Usdtweak is also optimized for switching between multiple layers and stages efficiently.

What usdtweak is not ?

Usdtweak is not a content creation app, while it allows you to add/remove data and manipulate prims,attributes of stages or layers, it was not designed to generate content for your scene. Instead it was made to easily and efficiently edit content created from different DCC apps.

Motivation

Usdtweak was originally created at a time where there was no other option than opening the usd files in ascii format or using python bindings to edit them, which was not very efficient for quickly inspecting and fixing scenes. Today many existing DCC apps are starting to support USD editing (Houdini, maya..), there are also other new DCC apps that are fully based on USD (ex : Omniverse, Wizart DCC Platform…), and we also have other useful open source tools for general usd editing (Dreamwork’s usd manager, usdNodeGraph. Each one of these solutions either have limitations to how much you can easily and efficiently edit USD files, or they introduce their specific non standard variables, which limits interoperability and forces you to stick with one DCC. Instead usdtweak aims to provide the maximum freedom and confidence to artists in working with USD throughout their pipeline with any or even multiple DCCs at the same time, more on this on “Why use Usdtweak”.

Why use Usdtweak ?

Lightweight

Usdtweak is blazingly fast to startup, as fast as opening a simple text editor, this is because usdtweak is written in C++ and doesn’t rely on bloated packages like Qt. For the same reason it is also very fast at opening usd files as a layer or even as a stage.

Full USD standard

Usdtweak focuses on USD native capabilities for all the features it provides, this preserves maximum interoperability and ensures the most durable workflow throughout the pipeline, it also encourages best practices when working with USD.

Multi layer/stage editing

Usdtweak is optimized for dealing with many layers and stages at a time while keeping the most minimal memory footprint.

Features

  • Layer prims and attributes authoring.
  • Layer composition arcs authoring.
  • Stage editing with edit target.
  • Stage rendering ( comes with storm but any render delegate can be added).
  • Attributes keyframing.
  • Animation playblast.
  • Text editor
  • And a lot more…

Use cases

  • When your favorite DCC app doesn't allow you to do a specific USD manipulation like editing a specific attribute, dealing with instances, or authoring variants, usdtweak is useful for quickly opening the layer or stage, making the edit you want, saving, and reloading the layer in your DCC app.
  • When there's an issue causing a USD file to not work correctly in your DCC app, quickly open it in usdtweak and start debugging by checking the layer properties, prims, attributes, and try changing/removing values.
  • When you need to quickly prepare a starting USD file with sublayers and properties to use later in a specific DCC where it is usually hard or slow to do that (ex Unreal Engine).
  • When you want to bring models exported from your favorite DCC apps and make them into assets that benefit from USD's rich composition system and render purposes.
  • ...
- + \ No newline at end of file diff --git a/blog/tags/index.html b/blog/tags/index.html index d4f0299..abc98ba 100644 --- a/blog/tags/index.html +++ b/blog/tags/index.html @@ -5,13 +5,13 @@ Tags | usdtweak - +
- + \ No newline at end of file diff --git a/blog/tags/introduction/index.html b/blog/tags/introduction/index.html index 89e0a2a..d25a36a 100644 --- a/blog/tags/introduction/index.html +++ b/blog/tags/introduction/index.html @@ -5,13 +5,13 @@ One post tagged with "introduction" | usdtweak - +

One post tagged with "introduction"

View All Tags

· 3 min read
Cyril Pichard
Mohamed Oumoumad

What is usdtweak ?

Usdtweak is a USD editor. Think of it like Usdview but with full editing capabilities. Usdtweak is also optimized for switching between multiple layers and stages efficiently.

What usdtweak is not ?

Usdtweak is not a content creation app, while it allows you to add/remove data and manipulate prims,attributes of stages or layers, it was not designed to generate content for your scene. Instead it was made to easily and efficiently edit content created from different DCC apps.

Motivation

Usdtweak was originally created at a time where there was no other option than opening the usd files in ascii format or using python bindings to edit them, which was not very efficient for quickly inspecting and fixing scenes. Today many existing DCC apps are starting to support USD editing (Houdini, maya..), there are also other new DCC apps that are fully based on USD (ex : Omniverse, Wizart DCC Platform…), and we also have other useful open source tools for general usd editing (Dreamwork’s usd manager, usdNodeGraph. Each one of these solutions either have limitations to how much you can easily and efficiently edit USD files, or they introduce their specific non standard variables, which limits interoperability and forces you to stick with one DCC. Instead usdtweak aims to provide the maximum freedom and confidence to artists in working with USD throughout their pipeline with any or even multiple DCCs at the same time, more on this on “Why use Usdtweak”.

Why use Usdtweak ?

Lightweight

Usdtweak is blazingly fast to startup, as fast as opening a simple text editor, this is because usdtweak is written in C++ and doesn’t rely on bloated packages like Qt. For the same reason it is also very fast at opening usd files as a layer or even as a stage.

Full USD standard

Usdtweak focuses on USD native capabilities for all the features it provides, this preserves maximum interoperability and ensures the most durable workflow throughout the pipeline, it also encourages best practices when working with USD.

Multi layer/stage editing

Usdtweak is optimized for dealing with many layers and stages at a time while keeping the most minimal memory footprint.

Features

  • Layer prims and attributes authoring.
  • Layer composition arcs authoring.
  • Stage editing with edit target.
  • Stage rendering ( comes with storm but any render delegate can be added).
  • Attributes keyframing.
  • Animation playblast.
  • Text editor
  • And a lot more…

Use cases

  • When your favorite DCC app doesn't allow you to do a specific USD manipulation like editing a specific attribute, dealing with instances, or authoring variants, usdtweak is useful for quickly opening the layer or stage, making the edit you want, saving, and reloading the layer in your DCC app.
  • When there's an issue causing a USD file to not work correctly in your DCC app, quickly open it in usdtweak and start debugging by checking the layer properties, prims, attributes, and try changing/removing values.
  • When you need to quickly prepare a starting USD file with sublayers and properties to use later in a specific DCC where it is usually hard or slow to do that (ex Unreal Engine).
  • When you want to bring models exported from your favorite DCC apps and make them into assets that benefit from USD's rich composition system and render purposes.
  • ...
- + \ No newline at end of file diff --git a/blog/tags/motivation/index.html b/blog/tags/motivation/index.html index 57db6b3..12f8ae5 100644 --- a/blog/tags/motivation/index.html +++ b/blog/tags/motivation/index.html @@ -5,13 +5,13 @@ One post tagged with "motivation" | usdtweak - +

One post tagged with "motivation"

View All Tags

· 3 min read
Cyril Pichard
Mohamed Oumoumad

What is usdtweak ?

Usdtweak is a USD editor. Think of it like Usdview but with full editing capabilities. Usdtweak is also optimized for switching between multiple layers and stages efficiently.

What usdtweak is not ?

Usdtweak is not a content creation app, while it allows you to add/remove data and manipulate prims,attributes of stages or layers, it was not designed to generate content for your scene. Instead it was made to easily and efficiently edit content created from different DCC apps.

Motivation

Usdtweak was originally created at a time where there was no other option than opening the usd files in ascii format or using python bindings to edit them, which was not very efficient for quickly inspecting and fixing scenes. Today many existing DCC apps are starting to support USD editing (Houdini, maya..), there are also other new DCC apps that are fully based on USD (ex : Omniverse, Wizart DCC Platform…), and we also have other useful open source tools for general usd editing (Dreamwork’s usd manager, usdNodeGraph. Each one of these solutions either have limitations to how much you can easily and efficiently edit USD files, or they introduce their specific non standard variables, which limits interoperability and forces you to stick with one DCC. Instead usdtweak aims to provide the maximum freedom and confidence to artists in working with USD throughout their pipeline with any or even multiple DCCs at the same time, more on this on “Why use Usdtweak”.

Why use Usdtweak ?

Lightweight

Usdtweak is blazingly fast to startup, as fast as opening a simple text editor, this is because usdtweak is written in C++ and doesn’t rely on bloated packages like Qt. For the same reason it is also very fast at opening usd files as a layer or even as a stage.

Full USD standard

Usdtweak focuses on USD native capabilities for all the features it provides, this preserves maximum interoperability and ensures the most durable workflow throughout the pipeline, it also encourages best practices when working with USD.

Multi layer/stage editing

Usdtweak is optimized for dealing with many layers and stages at a time while keeping the most minimal memory footprint.

Features

  • Layer prims and attributes authoring.
  • Layer composition arcs authoring.
  • Stage editing with edit target.
  • Stage rendering ( comes with storm but any render delegate can be added).
  • Attributes keyframing.
  • Animation playblast.
  • Text editor
  • And a lot more…

Use cases

  • When your favorite DCC app doesn't allow you to do a specific USD manipulation like editing a specific attribute, dealing with instances, or authoring variants, usdtweak is useful for quickly opening the layer or stage, making the edit you want, saving, and reloading the layer in your DCC app.
  • When there's an issue causing a USD file to not work correctly in your DCC app, quickly open it in usdtweak and start debugging by checking the layer properties, prims, attributes, and try changing/removing values.
  • When you need to quickly prepare a starting USD file with sublayers and properties to use later in a specific DCC where it is usually hard or slow to do that (ex Unreal Engine).
  • When you want to bring models exported from your favorite DCC apps and make them into assets that benefit from USD's rich composition system and render purposes.
  • ...
- + \ No newline at end of file diff --git a/blog/tags/usdtweak/index.html b/blog/tags/usdtweak/index.html index 16b5f08..10cf654 100644 --- a/blog/tags/usdtweak/index.html +++ b/blog/tags/usdtweak/index.html @@ -5,13 +5,13 @@ One post tagged with "usdtweak" | usdtweak - +

One post tagged with "usdtweak"

View All Tags

· 3 min read
Cyril Pichard
Mohamed Oumoumad

What is usdtweak ?

Usdtweak is a USD editor. Think of it like Usdview but with full editing capabilities. Usdtweak is also optimized for switching between multiple layers and stages efficiently.

What usdtweak is not ?

Usdtweak is not a content creation app, while it allows you to add/remove data and manipulate prims,attributes of stages or layers, it was not designed to generate content for your scene. Instead it was made to easily and efficiently edit content created from different DCC apps.

Motivation

Usdtweak was originally created at a time where there was no other option than opening the usd files in ascii format or using python bindings to edit them, which was not very efficient for quickly inspecting and fixing scenes. Today many existing DCC apps are starting to support USD editing (Houdini, maya..), there are also other new DCC apps that are fully based on USD (ex : Omniverse, Wizart DCC Platform…), and we also have other useful open source tools for general usd editing (Dreamwork’s usd manager, usdNodeGraph. Each one of these solutions either have limitations to how much you can easily and efficiently edit USD files, or they introduce their specific non standard variables, which limits interoperability and forces you to stick with one DCC. Instead usdtweak aims to provide the maximum freedom and confidence to artists in working with USD throughout their pipeline with any or even multiple DCCs at the same time, more on this on “Why use Usdtweak”.

Why use Usdtweak ?

Lightweight

Usdtweak is blazingly fast to startup, as fast as opening a simple text editor, this is because usdtweak is written in C++ and doesn’t rely on bloated packages like Qt. For the same reason it is also very fast at opening usd files as a layer or even as a stage.

Full USD standard

Usdtweak focuses on USD native capabilities for all the features it provides, this preserves maximum interoperability and ensures the most durable workflow throughout the pipeline, it also encourages best practices when working with USD.

Multi layer/stage editing

Usdtweak is optimized for dealing with many layers and stages at a time while keeping the most minimal memory footprint.

Features

  • Layer prims and attributes authoring.
  • Layer composition arcs authoring.
  • Stage editing with edit target.
  • Stage rendering ( comes with storm but any render delegate can be added).
  • Attributes keyframing.
  • Animation playblast.
  • Text editor
  • And a lot more…

Use cases

  • When your favorite DCC app doesn't allow you to do a specific USD manipulation like editing a specific attribute, dealing with instances, or authoring variants, usdtweak is useful for quickly opening the layer or stage, making the edit you want, saving, and reloading the layer in your DCC app.
  • When there's an issue causing a USD file to not work correctly in your DCC app, quickly open it in usdtweak and start debugging by checking the layer properties, prims, attributes, and try changing/removing values.
  • When you need to quickly prepare a starting USD file with sublayers and properties to use later in a specific DCC where it is usually hard or slow to do that (ex Unreal Engine).
  • When you want to bring models exported from your favorite DCC apps and make them into assets that benefit from USD's rich composition system and render purposes.
  • ...
- + \ No newline at end of file diff --git a/docs/Concepts/LayerVsStage/index.html b/docs/Concepts/LayerVsStage/index.html index 87eac60..8d67d07 100644 --- a/docs/Concepts/LayerVsStage/index.html +++ b/docs/Concepts/LayerVsStage/index.html @@ -5,13 +5,13 @@ Layer vs Stage | usdtweak - +
-

Layer vs Stage

To effectively use usdtweak, it's important to understand the difference between operating on a layer level and on a stage level.

Consider loading a USD file (which is technically always a layer) that contains sublayers, references, and payloads. The following illustration shows how the same file is treated when opened as a layer versus as a stage.

Graph illustrating the difference between a layer and stage

A layer is basically a file, it may contain some data (prims) and links to other files (such as sublayers, references, and payloads). A stage, on the other hand, represents a composed scene in memory. It resolves the various layers (sublayers, references, payloads...) and their data into a final structure based on the USD composition system, adhering to their stregth ordering.

Here is how these concepts are applied in usdtweak :

Layer

Opening a file as a layer will not display anything in the viewport. However, you can directly access the data inside the file in the "Layer Hierarchy" window.

Image showing Layer Hierarchy window

Just like in a text editor, anything that links to external files will appear as links, or in USD terms, "composition arcs." You can edit any prim present in your layer using the "Layer Property Editor" window.

Image showing Layer Property editor

Stage

When opening as a stage, the first thing you'll notice is that your objects will appear in the viewport (if present).

Image showing objects in the viewport

You can select your objects/prims directly in the viewport or in the "Stage Outliner."

Image showing Stage Outliner window

Any selected prim can be edited in the "Stage Property Editor."

Image showing Stage Property editor

- +

Layer vs Stage

To effectively use usdtweak, it's important to understand the difference between operating on a layer level and on a stage level.

A layer is essentially a file containing data (prims) and links (composition arcs) to other files (layers) such as sublayers, references, and payloads, or even links to other prims. A stage represents a composed scene in memory, resolving various files (layers) and their data (prims) into a final structure based on the USD composition system, adhering to their strength ordering.

In usdtweak, these concepts are implemented as follows:

Layer

Opening a file as a layer will not display anything in the viewport. However, you can directly access the data in the "Layer Hierarchy" window.

Image showing Layer Hierarchy window

Similar to a text editor, composition arcs appear as links. You can edit any prim in your layer using the "Layer Property Editor" window.

Image showing Layer Property editor

Stage

When opened as a stage, the first thing you'll notice is that your objects will appear in the viewport (if present).

Image showing objects in the viewport

Objects/prims can be selected in the viewport or through the "Stage Outliner" window.

Image showing Stage Outliner window

Selected prims can be edited in the "Stage Property Editor" window.

Image showing Stage Property editor

+ \ No newline at end of file diff --git a/docs/Guides/AssignMaterial/index.html b/docs/Guides/AssignMaterial/index.html index 001a44c..7c5baa1 100644 --- a/docs/Guides/AssignMaterial/index.html +++ b/docs/Guides/AssignMaterial/index.html @@ -5,13 +5,13 @@ Assign a Material to a Prim | usdtweak - +

Assign a Material to a Prim

The easiest way to assign a material to a prim is to use the Stage property editor. For the selected prim that allows material assignment, you should see a "Material binding" section displaying the different bindings per purpose.

Image showing the Material Bindings section

Clicking on the cog icon will display a list of all materials available in the stage. Selecting one will assign it to the selected prim for the chosen purpose.

Image showing the Material Bindings selection list

- + \ No newline at end of file diff --git a/docs/Guides/Building/index.html b/docs/Guides/Building/index.html index 1ee228f..1829e07 100644 --- a/docs/Guides/Building/index.html +++ b/docs/Guides/Building/index.html @@ -5,13 +5,13 @@ Building | usdtweak - +

Building

Requirements

The project is almost self contained and only needs:

  • cmake installed (version > 3.14)
  • a C++14 compiler installed: MSVC 19 or 17, g++ or clang++.
  • a build of Universal Scene Description version >= 20.11. (I am not sure the USD libraries provided with maya, houdini or omniverse would work)

If you managed to build USD, compiling usdtweak should be easy, cmake needs only 1 required variables:

  • pxr_DIR pointing to the USD installation directory containing the file pxrConfig.cmake

Compiling on linux

On linux it should compile with:

git clone https://github.com/cpichard/usdtweak
cd usdtweak
git checkout develop
mkdir build
cd build
cmake -Dpxr_DIR=/installs/usd-22.05 ..
make

Compiling on MacOs

It compiles on MacOs Catalina. The viewport doesn't work as the required OpenGL version is not supported, but the layer editor does.

git clone https://github.com/cpichard/usdtweak
cd usdtweak
git checkout develop
mkdir build
cd build
cmake -Dpxr_DIR=/installs/usd-22.05 ..
make

Compiling on Windows

It should compile successfully on Windows 10 with MSVC 19 or 17 using the RelWithDbInfo config. Make sure you open/use the x64 Native Tools commands prompt before typing the following commands:

git clone https://github.com/cpichard/usdtweak
cd usdtweak
git checkout develop
mkdir build
cd build
cmake -G "Visual Studio 16 2019" -A x64 -Dpxr_DIR=C:\installs\usd-22.05 ..
cmake --build . --config RelWithDebInfo

Installing on Windows

You can install usdtweak with its dependencies on windows, it copies the required files in a directory with the following command:

cmake --install . --prefix <where_you_want_to_install_usdtweak> --config RelWithDebInfo

Note that it is not really tested on anything else than my machine/setup so it might not work for you, feel free to get in touch if you have any issue.

Creating a Windows installer

There is an experimental packaging system using cpack/NSIS on windows which creates an installer. You have to make sure the nsis application is available on you system, you can download it from here NSIS. The command to create the installer is then:

cmake --build . --target package --config RelWithDebInfo

Compiling with your version of glfw

usdtweak is using GLFW for its windowing system. cmake should normally download, compile and install glfw without any user intervention. However, if you already have a compiled version you want to use instead, and you'll need to disable the automatic build of glfw, by passing an additional cmake variable:

  • glfw3_DIR pointing to your GLFW installation directory and containing the file glfw3Config.cmake

A cmake command will then look like:

cmake  -G "Visual Studio 16 2019" -A x64 -Dpxr_DIR=C:\installs\usd-21.11 -Dglfw3_DIR=C:\installs\glfw3-3.3.6\lib\cmake\glfw3 ..
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Open a USD file

To open a USD file with usdtweak, navigate to the file browser under File > Open:

Image showing a window for loading a USD layer

This allows you to open the file either as a layer or as a stage, with the option to load the payload when opening the stage. Opening as a layer can be useful in situations where the renderer or Hydra crashes with the stage, as it lets you open the USD file without composing the stage, allowing you to fix the problem.

Alternatively, you can drag and drop a USD file from the system's file browser into usdtweak, and it will open as a layer.

Learn more about the difference between opening a file as a layer or a stage in Layer vs Stage.

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Introduction

usdtweak is a free and open source editor for Pixar's USD format. The project is still in early stage, but usdtweak can already be used for small and simple tasks like cleaning assets, creating and editing layers or inspecting and fixing existing usd stages.

This project is written in C++ and relies on ImGUI for the UI and GLFW for the windowing system.

Sneak peek

Status

There is no roadmap at the moment, as it is my side project and the development is slow and unpredictable, I can only work on it a few hours during the week-end. The original idea behind this project was to improve usdview by adding edition capabilities, for artists, technical directors and users who don't necessarily know the USD ascii syntax or are not familiar with python. So my current goal driving the developments is to provide at least the same functionalities as usdview and some ability to edit the stages and layers.

As of today usdtweak allows

  • to edit multiple stages and layers at the same time, copying and pasting prims between layers,
  • to edit stages properties selecting the edit target
  • to edit layer hierarchy: adding, deleting, reparenting, and renaming prims
  • to edit layer stack: adding, deleting new sublayers
  • to create and delete compositions like variants, references and payloads, inherits, ...
  • to change property values in layers or stages
  • to add and delete keys
  • a minimal viewport interaction: translating, rotating, scaling objects.
  • text editing (for small files)
  • and more ...

Drop me an email if you are interested in beta testing on windows or if you can't compile it.

Contact

If you want to know more, or have any issues, questions, drop me an email: cpichard.github@gmail.com

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usdtweak

Ultra lightweight USD editor

Lightning fast

usdtweak's C++ code and GPU-powered UI eliminate bloated Python packages, ensuring the quickest startup time and a responsive UI.

Unmediated USD-based

With usdtweak's simple interface, you can directly edit USD features, without any translations or abstractions, for the most interoperable and long-lasting workflow.

Multi-layer and stage

usdtweak efficiently loads multiple layers and stages into memory, allowing you to seamlessly switch between them for individual layer editing or direct stage authoring.

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