@super_motion Agreed. Sad he went so soon. I love his early work with Dolphy and later with Holdsworth, and others. At least he left something behind that millions have enjoyed and been inspired by. His time on this Earth wasn't wasted, that's for sure.
If you want to learn about USD, you just need to type 2-3 words into your UA-cam search bar. It's more about the advantages USD offers, and personally, I've learned a lot from it. Just seeing the node structure alone was helpful. You've got a luxury problem.
Hey, how do you handle animations export to unreal via usd? Whenever Ive tried time sampled usds performance hit was huuuge, whats your solution for this or Im doing simething wrong?
It depends on what you are trying to animate and export. If you are exporting a big flip sim or vellum sim then yea it will take a while, but if you are exporting skeleton rig animations or RBD Sims then the export time shouldn't be that long unless instead of caching transforms you are caching meshes. If you are concerned about running out of memory during the export process of time sampled data then look into Value Clips in USD. It's a way to divide each frame of data into a separate USD file that you can stitch together to get the whole animation.
I loved this presentation because I'm from Cádiz and I have an uncle in Granada 😂. Thank you for portraying us.
The 19 year old drummer was Tony Williams. One of the all time great drummers.
The GOAT for sure. I’m still blown away by his performance on the “Miles in the Sky” album!
@super_motion Agreed. Sad he went so soon. I love his early work with Dolphy and later with Holdsworth, and others. At least he left something behind that millions have enjoyed and been inspired by. His time on this Earth wasn't wasted, that's for sure.
watched the whole thing and didn’t learn a single thing about usd 😂 strangest presentation I’ve ever seen
If you want to learn about USD, you just need to type 2-3 words into your UA-cam search bar. It's more about the advantages USD offers, and personally, I've learned a lot from it. Just seeing the node structure alone was helpful. You've got a luxury problem.
Seems to me that usd is for studios doing lots of shots, with lots of assets. Not for regular small, commercials based (random work studios.
Hey, how do you handle animations export to unreal via usd? Whenever Ive tried time sampled usds performance hit was huuuge, whats your solution for this or Im doing simething wrong?
It depends on what you are trying to animate and export. If you are exporting a big flip sim or vellum sim then yea it will take a while, but if you are exporting skeleton rig animations or RBD Sims then the export time shouldn't be that long unless instead of caching transforms you are caching meshes.
If you are concerned about running out of memory during the export process of time sampled data then look into Value Clips in USD. It's a way to divide each frame of data into a separate USD file that you can stitch together to get the whole animation.