Contents

USDStage

A 3D scene composed from one or more Universal Scene Description (USD) documents.

Declaration

struct USDStage

Overview

Stages support authoring, animating, and composing 3D data from various 3D file formats. A stage can contain meshes, materials, cameras, lights, or arbitrary custom data, as well as references to textures or additional scene data stored in separate files.

A stage is a scene graph formed by opening a single document (the “root layer”) and then recursively following the composition rules described by that document in order to assemble a scene graph. Because of this composition process, a USDStage object presents a unified view that may incorporate data from more than one source file.

A USDStage object is a mutable view onto the composed scene graph. It consists of a tree-structured hierarchy of USDPrim objects representing nodes in the scene graph. Each prim has schemas that give it a kind (is-a) and capabilities (has-a), attributes that contain possibly-animated values, and relationships that connect the prim to other objects in the stage.

The USDPrim, USDPrim.Attribute, and USDPrim.Relationship objects in a stage are owned by the USDStage object. Values of these types act as views or handles into the composed content of the stage. Modifying any value in a stage authors a modification to an USDLayer that represents a file or file-like storage. Values of these types refer to and act on the current state of a particular stage, and become invalid if the stage is closed.

A composed, runtime view of a USD scene assembled from one or more layers.

Topics

Creating a stage

Opening a stage

Saving and reloading

Accessing prims and properties

Authoring prims

Traversing the scene

Managing layers

Setting the edit target

Working with time codes

Reading stage metrics

Observing changes

Exporting the stage

Instance Methods

See Also

Essentials