Optional Export of Bone Xform Hierarchy in USD Export
Summary
In the current USD export workflow from 3ds Max, bones are exported as a hierarchy of Xform prims. While this structure may be useful in some contexts, it introduces unnecessary data in downstream exports—particularly in chaser exports—where these Xform prims are not needed.
Problem
The automatic inclusion of bone Xform hierarchies in the USD export results in cluttered scene graphs and complicates post-processing, forcing to change the name of the root prim bone at the export in the options and loses the "reference" from the actual import and export.
Proposed Solution
Introduce an export option that allows users to choose whether bone Xform hierarchies should be included in the USD export. This would give users finer control over the output and streamline workflows that do not require these prims.
#usda 1.0
def SkelRoot "Model"
{
def Xform "Skel" # < --- Start
{
def Xform "Shoulder"
{
def Mesh "Shoulder_Bone"
{ ... }
def Xform "Elbow"
{
def Mesh "Elbow_Bone"
{ ... }
def Xform "Hand"
{
def Mesh "Hand"
{ ... }
}
}
}
} # < --- Ends
def Mesh "Arm"
{ ... }
def Skeleton "Bones"
{ ... }
}
Optional Export of Bone Xform Hierarchy in USD Export
Summary
In the current USD export workflow from 3ds Max, bones are exported as a hierarchy of
Xformprims. While this structure may be useful in some contexts, it introduces unnecessary data in downstream exports—particularly in chaser exports—where theseXformprims are not needed.Problem
The automatic inclusion of bone
Xformhierarchies in the USD export results in cluttered scene graphs and complicates post-processing, forcing to change the name of the root prim bone at the export in the options and loses the "reference" from the actual import and export.Proposed Solution
Introduce an export option that allows users to choose whether bone
Xformhierarchies should be included in the USD export. This would give users finer control over the output and streamline workflows that do not require these prims.