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    Namespace UnityEditor.Importer.USD

    Classes

    CreateAnimationClipNode

    This node will create an animation clip containing all the passed animation data.

    CreateAnimationClipNode.InputPort

    Input ports of the CreateAnimationClipNode.

    CreateAnimationClipNode.OutputPort

    Output ports for the CreateAnimationClipNode.

    CreateTextureGenerationSettingsNode

    This Node<TInput, TOutput> combines separate CreateTextureGenerationSettingsNode.Inputs into an actual TextureGenerationSettings instance.

    CreateTextureGenerationSettingsNode.Inputs

    The list of TextureGenerationSettings that can be driven from this graph node.

    CreateTextureGenerationSettingsNode.Outputs

    The output of the node.

    CreateTextureNode

    This node will create Unity Texture from the texture paths provided (usually extracted from material usage in the usd file). It currently supports extracting textures from pgn, jpg, and exr file formats.

    CreateTextureNode.InputPort

    Input ports of the CreateTextureNode.

    CreateTextureNode.OutputPort

    Output ports of the CreateTextureNode.

    DefaultUSD

    Empty class used by non-imported USD files.

    ReadBlendShapeWeightAnimationNode

    This node will read skeletal blend shape weight animation The node has a single output: all the found animation for animated blend shape weights

    ReadBlendShapeWeightAnimationNode.InputPort

    Input ports of the ReadBlendShapeWeightAnimationNode.

    ReadBlendShapeWeightAnimationNode.OutputPort

    Output ports of the ReadBlendShapeWeightAnimationNode.

    ReadCameraAnimationNode

    This node will read transform animation data from UsdGeomCamera prims in the USD stage.

    ReadCameraAnimationNode.InputPort

    Input ports of the ReadCameraAnimationNode.

    ReadCameraAnimationNode.OutputPort

    Output ports of the ReadCameraAnimationNode.

    ReadJointXformAnimationNode

    This node will read skeletal joint xform animation from given bindings of UsdSkelAnimation to UsdSkelSkeletons The node has a single output: all the found animation for animated joints

    ReadJointXformAnimationNode.InputPort

    Input ports of the ReadJointXformAnimationNode.

    ReadJointXformAnimationNode.OutputPort

    Output ports of the ReadJointXformAnimationNode.

    ReadXFormAnimationNode

    This node will read transform animation data from UsdGeomXformable prims in the USD stage. It does so by asking for the fused local transform at each of the USD timecodes for which keys have been set. It will then convert this animation data into a format closer to what Unity AnimationClips expect.

    ReadXFormAnimationNode.InputPort

    Input ports of the ReadXFormAnimationNode.

    ReadXFormAnimationNode.OutputPort

    Output ports of the ReadXFormAnimationNode.

    ResolveSkelBindingsNode

    This node finds all the skeletons in the stage and populates structures that can be used later in the graph for animating joints and blend shape weights.

    It does so by using the UsdSkelCache to discover skeletal bindings first, then going deeper in the stage to analyse the bindings that might not be resolved by the cache. This allows post-import re-binding and re-targeting of skeletal rigs and animation in Unity.

    The Output structures are optimized to avoid duplication of the animation data. Skeletons can share the same animation, and so we only want to move one copy of the animation data through the graph

    We only output bindings when there is animation.

    The Outputted skinning query data are the ones that are under an animated UsdSkelRoot prim (the one that have skeletons that are animated)

    The skinless skeletons are skeletons for which the cache was not able to resolve bindings, but for which we want to create game objects and animation for post-import re-binding and re-targeting

    ResolveSkelBindingsNode.InputPort

    Input ports of the ResolveSkelBindingsNode.

    ResolveSkelBindingsNode.OutputPort

    Output ports of the ResolveSkelBindingsNode.

    SkinningQueryData

    Structure encapsulating the skinning query data that is required by animation nodes. UsdSkelSkinningQuery objects have a limited lifetime bound to the UsdSkelCache object they come from We cache their data in order to use it later in the graph without having to move the whole UsdSkelCache object around

    TrimTransformPathNode

    This node trims the editor curve binding paths. When there is only one default prim and preserve scene root is disabled, no additional root is created, and the game object resulting from the root will be renamed by the prefab system, breaking the animation. Trimming the root's name from the paths keeps the animation valid.

    TrimTransformPathNode.InputPort

    TrimTransformPathNode.OutputPort

    Output ports for the CreateAnimationClipNode.

    UsdImporterGraphFactory

    A factory for creating in-memory importer graph for usd files.

    UsdImporterGraphFactoryGroom

    A factory for creating in-memory importer graph for usd files.

    UsdModularImporter

    Modular Importer that explicitly handle usd, usda, usdc and usdz format in Unity.

    Structs

    CrunchedCompression

    Use crunch compression, if applicable.

    MipMapSettings

    Specifies if and how mipmaps have to be generated for the textures.

    NormalMapFromGrayScale

    Indicates whether to create the normal map from a grayscale heightmap.

    ReadCameraAnimationNode.ExtractKeyframesFromFloat2AttributeJob

    ReadCameraAnimationNode.ExtractKeyframesFromFloatAttributeJob

    ReadXFormAnimationNode.ExtractKeyframesFromPrimJob

    TextureWrapModeSettings

    Specifies how the texture behaves when it tiles.

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