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May 29, 2024

May 29, 2024

Time

9AM PST

 

Link

https://zoom-lfx.platform.linuxfoundation.org/meeting/94179328045?password=3a3f2043-0d30-4e1e-b9b5-35378146b18c

Agenda

  • Discussion on desired features of USD within game engines and editors.

  • USD game engine

Discussion on desired features of USD within game engines and editors.

What do people need?

In Unreal, it is a barebone integration. We can view stages in Unreal (it is more VFX, Movie).
How can we represent USD scene in Unreal (not necesserly as Runtime)? 

How to edit level? In Unreal, you can just load your stage.

Having a translator from USD to Unreal architecture.

Unreal (or any other engine) should be able to edit USD. We should be able to make back and forth edit.

Maybe, we need to have game schema to have asset that are game asset.

Some content creators perfer to place assets in Maya and then export to Unreal. It would be great to be able to have back and forth with Unreal.

 

Content creators like to work in different DCCs so it could be difficult to assume that source files are identical. USD could solve this issue as being an intermdiate format.

USD could be a primary format and we would write tools only for USD.

 

Maybe, our group can write down a new plugin for Unreal.

 

We need to create the list of features we want in the plugin (for Unreal, Unity, etc)

 

We need to have a list of needs. We need to have a guidance on what is missing. (eg AvatarSchema).

Trivial needs could be how to playback a cut scene, particles effects, physics that could map other physic engine.
we need to have a list of atomic things that we need to do to create a game.

 

We need to do such as game asset did regarding glTF vs USD. And we could do FBX vs USD and do some roundtripping. Check Guc Pable Delgado (https://github.com/pablode/guc).

We could have usd assets in Unreal, FBX in Unreal and then check the differences.

 

Maybe we could have a secondary USD plugin.

 

We need to start with stupidly trivial assets and repo. And we can start building from there and then organize them.
We need to have volunteers and time box the work. @Thomas Trently will start the repo and do some tests with a cube.

USD game engine

From @Paolo Emilio Selva :
I was wondering if others are considering the idea of a "game engine" that actually sits at the Hydra level, providing edits on Hydra prims instead of USD prims. 

@Former user (Deleted)  will show a chart for Authoring Domain.

We need to do soeme roundtripping to see the difference between game engines and USD.

Next meetings:

  • Rez from Thomas

  • Compound attribute data from SantaMonica Studio

  • Continue discussion (Frieder, etc)

    • Have a cube and a repo and in Unreal (Thomas) - end of June

  • Chart from @Former user (Deleted) for Authoring domain

Next Steps

  • List of needs

  • Try round tripping USD to FBX 

Attendance

François Devic, Co-Lead
TJ Trently, Co-Lead, Firewalk
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 Beers
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 Dempsey
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
Corey Revilla
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
Diya Joy
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
Geoff Evans, NVIDIA
Georgie Challis
Gordon Bradley, Autodesk
Gordon Cameron, Epic Games
Guido Quaroni, Adobe
Guillaume Laforge, Autodesk
Guy Martin, NVIDIA
Hamed Sabri
Hendrik Helpach
Henrik Edstrom, Autodesk
Henry Vera, DNEG
Ife Olowe
James Pedlingham, Foundry
Jason Rosson
Jeff Bradley, Dreamworks
Jenna Bell, Disney / Invisible Thread
Jennifer Horowitz, Maxar
Jenny Zhang
Jeremiah Zanin, Santa Monica Studio
Jeremy Cowles - USD Assets WG Chair, Valve
Jerran Schmidt, NVIDIA
Jerry Gamache
Jesse Barker
Jesse Ng, Metropolitan Museum of Art
Jessica Wang, Pixar
Joe Bryant