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May, 2nd 2023

May, 2nd 2023

Time

9am Pacific

Agenda

Zoom

https://zoom-lfx.platform.linuxfoundation.org/meeting/94179328045

Notes

Namespace Editing

First question : what happens when a hiearchy is modified?
Santa Monica studio (@Jeremiah Zanin ) is using Maya a lot. How to handle when references are broken?

@Thomas Trently  suggested to use the resolver. The namespace eidting would be the way of managing (With the resolver we could use GUID, databases, etc).

@Varun Talwar explained that there are some discussions to clean the code up to relocate in SdF.

At Ubisoft (@Charles Flèche ), they are adding ID in metadata. All USDs are transient. There is Database of Ids per asset. One asset is 1 id in the Db.

@Thomas Trently in custom engines, when moving data around, we need the source and all the linked data to follow around (eg : redirector in Unreal Engine). The source of truth is the engine asset. So the DCCs need to access this engine. Rename, move should be handled.

How do you handle variants??

At Ubisoft, the path to an asset is not clear : the asset is in the data model : the actual 3D Scene is somewhere else. Referencing by path is not possible.
A character is an entity.

@Former user (Deleted) is wondering what GUID solve vs what asset path solve?

@Thomas Trently is also wondering is there is there an higher solution for games?

@Former user (Deleted) if you have  a long term IP, you should be able to grab all the data.
GUID requieres tooling whereas pathing does not.

@Blazej Floch explained that there a cultural way of doing it.

@Thomas Trently explains that having a backlog of assets in USD is a good selling point. Like that, new iterations of games can have assets already.

@Former user (Deleted) added that having a backcatalog is great for references, for marketing.

@Thomas Trently  or to have a lot of generic assets (See Pixar's Backlot https://dl.acm.org/doi/fullHtml/10.1145/3450623.3464654)

How can we standardize this? WOuld it belong to the cookbook?

In Unreal, (@Matt Johnson ) there is nothing specific to handle all of this.

In Unity, there are some investigations. There is a big desire with this. They are waiting for the standard.

@Levi Biasco When moving things around, it is where GUID are important. A semantic connection like GUIDs that can reliably point to a scene object even if it was moved in its original file is more important than hard path connections if renaming/reparenting is a frequent operation. 
There are 2 graphs:

  • a scene graph

  • a conceptual graph with semantics links

There is a mental model to break : how to represent that for the team?

Thomas is also asking how to use USD lights in game engine.

Next meeting topics

  • Semantic connections

  • Usage of USDLight in video game

Attendance

François Devic, Co-Lead
TJ Trently, Co-Lead, NetEase Games
Alex Schwank - WG Co-chair, Apple
Nick Porcino - WG Co-chair, Pixar
Michael Min - USD Camera WG, Netflix
Roman Zulak - USD on the web WG, NVIDIA
Aaron Luk, NVIDIA
Adam Harder
Alan Blevins, NVIDIA
Alessandro Bernardi - Ubisoft - HELIX Studio
Alex Gerveshi, AWS
Alex Wilkie
Alexander Kalyuzhnyy, Wizart Animation
Allen Hastings, Foundry
Aloys Baillet, Animal Logic
Alson Entuna, Crytek
Alyssa Reuter
Andy Biar, Warner Bros.
Ana Gomez
Anandhaiyappan, Botvfx
Angelo Gabriel Sapaula
Anthony Tan, Autodesk
Anton Palmqvist
Arash Keissami, Nira.app
Arielle Martin, Foundry
Ashwin Bhat - USD and MaterialX, Autodesk 
Barry Ruff
Ben Chung-Hoon, NVIDIA

Ben Deniz
Bernard Kwok, Autodesk
Bill Dwelly
Bill Spitzak, Dreamworks Animation
Blazej Floch
Brian Gyss, 5th Kind
Bruno Ebe
Bruno Landry (Unity)
Carlos Felipe Garcia Murillo
Carolin Colón
Carson Brownlee, Intel
Charleen Chu, SPI
Charles Flèche, Ubisoft Montréal
Chris King
Christopher Lexington
Chris Rydalch, SideFX
Claire Chen
Claire Yb
Claude Robillard
Connor Smith, Magic Leap
Cory Omand, TWDS/Pixar
Curtis Andrus
Dan Herman
Dan Lee
Dan Rolinek
Daniel Heckenberg, Animal Logic
Daniel Lanner
Dave Hale, Riot Games
David Aguilar, Walt Disney Animation
David Larsson, Adobe
Dean Jackson, Apple
Deke Kincaid, Digital Domain
Dhruv Govil, Apple
Divyansh Mishra
Domenico Alessi
Dominic Couture
Doug MacMillan, Tippett Studio
Edward Slavin, NVidia
Élie Michel
Eric Chadwick, Wayfair
Eoin Murphy, NVidia
Eric Enderton, NVidia
Eric Majka, Psyonix/Epic Games
Erik Ostsjo
Étienne Archambault
F. Sebastian Grassia, Pixar
Fabrice Macagno, Animal Logic
Felix Herbst, Prefrontal Cortex
Fernando Leandro
Francois Lord, NAD-UQAC / Rodeo FX
Frieder Erdmann, Ubisoft Massive
Gary Jones, Foundry
Georgie Challis
Gordon Bradley, Autodesk
Gordon Cameron, Epic Games
Guido Quaroni, Adobe
Guillaume Laforge, Autodesk
Guy Martin, NVIDIA
Hendrik Helpach
Henrik Edstrom, Autodesk
Henry Vera, DNEG
James Pedlingham, Foundry
Jeff Bradley, Dreamworks
Jenna Bell, Disney / Invisible Thread
Jennifer Horowitz, Maxar
Jenny Zhang
Jeremiah Zanin, Santa Monica Studio
Jeremy Cowles - USD Assets WG Chair, Unity
Jerran Schmidt, NVIDIA
Jerry Gamache
Jesse Barker