Start working on scene usd/en
So, you need to start working on an animation scene. The process of opening the scene is a little different from what you might have seen on other projects.
We use Pixar's USD format to store anim_prep (scene layout prepared for animators), so you won't be able to open the scene as usual.
Also a link to anim_prep, as if alive, when you add new assets to the anim_prep scene, they will also appear in your animation scene.
To do this, we use a plugin from Animal Logic, AL_USDmaya, with our modifications for inner processes in Wizart.
How to assemble a scene?
You only need to follow this procedure the first time you open a scene, after building and saving, you will be able to open the scene as usual.
1. Always start opening a new scene with empty scene, then select Wizart Animation => USD => Start From Anim Prep from the menu.
2. A dialog box will appear where you need to select the name of the Episode and the name of the Scene you want to start working on.
3. Then click Import.
After a successful Import, you can save the scene to your working folder, and then open and save the scene as usual.
As a result of Import operation will be created:
- A Proxy Shape object AL_USDmaya will be created with a link to the latest version of the USD scene via wref.
- The number of frames displayed is the same as in the USD scene.
- A link to the latest version of the sound will be created as a may reference via wref.
- Will automatically be put down in the scene pin on the Wref Context of all Maya's rigs. This means that you will need to switch the setup versions explicitly through The Wref Context Manager,
everything else will be loaded at the very end.
| In any case, do not manually correct the path to the files, it can break the entire pipeline. If you have a problem with the scene, please email support. |
Working with the USD scene
The entire scene is loaded as a USD Proxy, and a minimum number of objects are created in Maya itself.
Characters have no rig loaded at the start, but they should be displayed in the starting position.
To see the real hierarchy of the scene, you need to open USD Outliner.
To do this, select Wizart Animation => USD => AL USD Outliner.
The created panel can be pinned to Maya's UI.
In the beginning, you need to decide on which characters or items you need to load rig.
It may not be all characters, for example, the object in this scene is static, or the supervisor animator has given you the task to animate only certain objects.
To switch the asset from cache to rig, select the character in USD Outliner, and right-click in the context menu Variants=>animDisplayVariant=>rig.
This will download the maya reference onto the character, and it will have to move to the same location as it was set in the USD scene.
It is important to understand that the references are now managed by the AL_USDmaya plugin, and the Department that prepares anim_prep. If your scene is missing an asset, contact support.
| Since this plugin controls the creation and on/off of references, in no case can you use the Reference Editor and edit references manually. This can lead to crashes. |
Working with Wref Context Manager
All paths in the scene, including USD Layers, Maya references, texture paths have a wref format. Such paths usually doesn't include reference to a specific version of the asset and normally you do not need to change this in the process. However, animator's work may require to define version explicitly:
- For example, when you start working on a scene, you want to freeze the setup versions for a current scene, so that you can take a newer version while working on another scene.
- You have found some technical issue in the setup, and want to update version of the setup to a newer one in the scene explicitly and locally not breaking anything else.
For this purpose we store a special context wref in the Maya scene, which both Maya and USD can read when updating the path wref to a physical path on disk.
To avoid doing this manually there is a special UI, Wizart Animation => USD => Wref Context Manager.
In the window that appears, you can pin on certain wref paths to load the current versions. There you can also switch to the desired pinned version, remove pinned version, or update to the latest.
- The Version column displays the current version of the file used in the scene.
- If this version is pinned, the icon in the Pin column is set to:

- If the path has no pinned version, the icon in the Pin column is set to:

| If no version is specified in the wref path and no pin is assigned, the current latest version of the file will be used. If a specific version is specified in the wref path and a pin is assigned, the pin value will take precedence. |
- You can pin the version by entering the desired value in the Version column.
- The second way to replace the version is to select one or more lines, right-click the context menu and select Pin.
- You can pin the latest version at the moment using the context menu item Update to latest
- To remove pinned version (unpin) it is possible so: to select one or several lines, the right mouse button to cause the context menu and to select the item Unpin.
In the Show menu, you can filter paths by extension: USD files (.usd,.usd,.usd), Maya files (.mb,. ma) and the rest.
Using the button Refresh
you can refresh the Wref Context Manager window after the scene is reloaded.
The physical path to the file with the current context settings can be found in the Resolved column.
By default, the column is hidden, you can show it as follows: context menu by table header => Show/Hide Resolved.








