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.