- ✅ = Supported.
- ❕ = Partially supported or has limitation.
- 🚧 = Work in progress.
- empty cell = not yet supported.
NOTE: TinyUSDZ API is subject to change NOTE: USDC(Binary) = Read only
type | Ascii | USDC | Comment |
---|---|---|---|
Model | ✅ | ✅ | def with no prim type |
Scope | ✅ | ✅ | no-op prim |
type | Ascii | USDC | Comment |
---|---|---|---|
Xform | ✅ | ✅ | |
Mesh | ✅ | ✅ | |
GeomSubset | ✅ | ✅ | |
Points | ✅ | ✅ | |
Cube | ✅ | ✅ | |
Cylinder | ✅ | ✅ | |
Sphere | ✅ | ✅ | |
Capsule | ✅ | ✅ | |
Cone | ✅ | ✅ | |
BasisCurves | ✅ | ✅ | for hair/fur |
NurbsPatch | |||
NurbsCurves | ✅ | ✅ | |
HermiteCurves | |||
PointInstancer | ✅ | ✅ |
type | Ascii | USDC | Comment |
---|---|---|---|
Camera | ✅ | ✅ |
type | Ascii | USDC | Comment |
---|---|---|---|
DistantLight | ✅ | ✅ | |
DiskLight | ✅ | ✅ | |
RectLight | ✅ | ✅ | |
SphereLight | ✅ | ✅ | |
CylinderLight | ✅ | ✅ | |
DomeLight | ✅ | ✅ | |
GeomtryLight | |||
PortalLight | |||
PluginLight | Light shader |
- Light sets, light shaping, shadowAPI, LightFiler, etc are not supported yet.
type | Ascii | USDC | Comment |
---|---|---|---|
UsdPreviewSurface | ✅ | ✅ | |
UsdUVTexture | ✅ | ✅ | 1. |
UsdPrimvarReader | ✅ | ✅ |
- UDIM texture is not supported.
type | Ascii | USDC | Comment |
---|---|---|---|
SkelRoot | 🚧 | 🚧 | Parsing only |
Skeleton | 🚧 | 🚧 | Parsing only |
SkelAnim | 🚧 | 🚧 | Parsing only |
BlendShape | ✅ | ✅ | Supports inbetween blendshape attribute |
- Skinning evaulation/validation are work-in-progress.
- Skeleton utility functions(e.g. build joint hiearchy from list of
token[]
) are work-in-progress.
- Custom filesystem handler(Asset Resolution)
- Composition(VariantSet) syntax
- VariantSet Ascii parse
- VariantSet Ascii print
- VariantSet Crate parse
- VariantSet(SpecTypeVariant) Crate write
- USDC serialization
- Skinning evaluation/validation
- Tydra(scene/render delegation)
- usdObj(wavefront .obj) support.
- Please see usdObj.md
- C-API for other languages
- Python binding and package.
- Composition Arcs
- Parsing some Composition Arcs possible, needs Evaluation of it.
- subLayers
- references
- payloads(delayed load)
- variants/variantSets
- specializers(priority is low)
- Performance optimization
- UDIM texture
- MeshLight(GeometryLight)
- Collection API
- e.g. Light Sets
- Delayed load of Layer/Stage
- Instancing
- Volume(usdVol)
- MagicaVoxel vox for Volume?
- VDBVolume support through TinyVDBIO? https://github.com/syoyo/tinyvdbio
- Audio(usdAudio)
- MaterialX support(usdMtlx)
- Physics(usdPhysics)
- and more...
EoL.