Describe the Bug
During the export of an object, the Channel Name Map does not correctly use the custom channel names defined in 3ds Max.
In the example below, channels -2: Alpha and 0: vc are exported correctly and preserve their assigned names. However, the other channels ignore the configured Channel Name Map and are exported using the default USD naming convention (st*).
For example:
- Channel
-1: Illum was renamed to LayerWeights
- Channel
3: map was renamed to Apple
After exporting to USD, both custom names are ignored and replaced with the default name or st* names instead of the user-defined channel names.
Expected Behavior
The USD export should preserve and use all channel names defined in the Channel Name Map for every exported channel.
Actual Behavior
Only some channels (such as -2: Alpha and 0: vc) correctly use the assigned names. Other channels ignore the mapping and are exported with default st* names.
Additional Information
Using the MaxUsd Python API, it is possible to manually define replacement names for exported channels. However, this is not a practical workaround in production scenarios where multiple objects in the same scene may use different channel mappings. The exporter should automatically respect the Channel Name Map configured on each object during export if is defined.
# Those are okay, each one respect the channel in the 3dsMax
export_options.SetChannelPrimvarMapping(-2, "displayOpacity") # Vertex Alpha
export_options.SetChannelPrimvarMapping(-1, "LayerWeights") # Vertex Illum
export_options.SetChannelPrimvarMapping(0, "displayColor") # Vertex Color
# Those should be following the Channel Name if is define instead here
export_options.SetChannelPrimvarMapping(1, "st") # UV's
export_options.SetChannelPrimvarMapping(2, "st1")
export_options.SetChannelPrimvarMapping(3, "st2")
export_options.SetChannelPrimvarMapping(4, "st3")
export_options.SetChannelPrimvarMapping(5, "st4")
export_options.SetChannelPrimvarMapping(6, "Different_Data")
export_options.SetChannelPrimvarMapping(7, "Different_Data2")
Attachments
Scene 3dsMax :
Name of Primvars are not following the name defined :
Specs (if applicable):
- Windows 11
- 3ds Max 2024 / 2025 / 2026 / 2027
- Max-Usd 0.16.2.31
Describe the Bug
During the export of an object, the Channel Name Map does not correctly use the custom channel names defined in 3ds Max.
In the example below, channels
-2: Alphaand0: vcare exported correctly and preserve their assigned names. However, the other channels ignore the configured Channel Name Map and are exported using the default USD naming convention (st*).For example:
-1: Illumwas renamed to LayerWeights3: mapwas renamed to AppleAfter exporting to USD, both custom names are ignored and replaced with the default name or
st*names instead of the user-defined channel names.Expected Behavior
The USD export should preserve and use all channel names defined in the Channel Name Map for every exported channel.
Actual Behavior
Only some channels (such as
-2: Alphaand0: vc) correctly use the assigned names. Other channels ignore the mapping and are exported with defaultst*names.Additional Information
Using the MaxUsd Python API, it is possible to manually define replacement names for exported channels. However, this is not a practical workaround in production scenarios where multiple objects in the same scene may use different channel mappings. The exporter should automatically respect the Channel Name Map configured on each object during export if is defined.
Attachments
Scene 3dsMax :
Name of Primvars are not following the name defined :
Specs (if applicable):