Scripting

Warning

The Maya Legacy Connector is no longer supported. All users should move to Maya Native.

USD Python Binding

USD Python Bindings are available with the installation of the Maya Omniverse Connector.

Note

Known Limitation - Other USD plugins must be uninstalled for this to work.

Maya Plugin Script APIs

Loading the Plugin

Besides loading the Maya Omniverse plugin via the Plugin manager dialog, users can also load the plugin via this script.

loadPlugin "OmniverseMayaLoader.mll"

Connect to an Omniverse Server

Check Connection Status

int $nvConnect = `optionVar -q omniverse_connection_state`;

The omniverse_connection_state is a Maya option variable. You can remove it with the following command.

optionVar -remove omniverse_connection_state;

And you can modify it with this command

optionVar -iv omniverse_connection_state 1;

Note

Generally speaking, Users should use string or integer types for option variables as Maya does not use boolean variables.

OmniExtraCmd - clientLogLevel 0;

0 - Debug
1 - Verbose
2 - Inform
3 - Warning
4 - Error

Set User Name and Log in

To make sure that you log in to right server you can call the following script command step by step.

Set up user name:

optionVar -sv "omniverse_user_name_var" dduka;

Set up available servers

Creates a list of servers to connect to.

optionVar -sv omniverse_server_urls "localhost:3009;my-server:1234;my-other-server:4321"

Set Up Current Server

Set’s up the server you wish to log-in to.

optionVar -sw omniverse_server_url "my-server:1234";

Inform C++ Plugin

Script command to make the C++ plugin get the above information.

OmniConfigCmd;

Connect to Server

Makes the connection to an Omniverse Nucleus Server.

OmniConnectionCmd true;

Update Status

Make the relative UI showing correct status after log-in.

nvOmniUpdateConnectionMenu();
nvOmniUpdateConnectionUI();

Export USD

Export a USD to Omniverse

OmniExportCmd -file "/Example/Users/aatest/tt.usd";

Note

there is a prefix “/Omniverse” with the URL.

Setting up Export Mode types

Optional variables control how you export a scene. As an export can take form in various ways, you need turn on/off some variables before calling the export command.

Prop

optionVar -iv omniverse_export_objecttype 1;

Skeletal Mesh

optionVar -iv omniverse_export_objecttype 2;
optionVar -iv omniverse_export_skip_skelanimation 1

This option allows you to choose if 1 frame of animation is set to USD Skel on export. It is off by default.

Point Cache

optionVar -iv omniverse_export_objecttype 3;

Set Export Collection Types

Export/Live-Sync All

optionVar -iv omniverse_export_collectiontype 1;

Export/Live-Sync Selected

optionVar -iv omniverse_export_collectiontype 2;

Export/Live-Sync Visible

optionVar -iv omniverse_export_collectiontype 3;

Always Export GeomSubsets

optionVar -iv omni_always_export_geosubset 0;
optionVar -iv omni_always_export_geosubset 1;

Other exporting options:

Turn on “Use Animation”

optionVar -iv omniverse_export_useanimation 1;

Set Animation Start-Frame

optionVar -iv omniverse_export_ani_start 1;

Set Animation End-Frame

optionVar -iv omniverse_export_ani_end 200;

Set Animation step

optionVar -iv omniverse_export_ani_stride 1;

Normalize Animation range

This option renumbers the exported frame range starting from a given base number. It will also adjust the timecode of the usd file to reflect the range.

NormalizeFrameRangeOnExport -onflag true -basenumber 0;

Normalize Skin Weights

optionVar -iv omniverse_export_normalizeskinweights 1;

Bake Skin Bind position

optionVar -iv omniverse_skin_use_finalmesh  0;

Include MDL

optionVar -iv omniverse_export_includemdl 1;

Embedded MDL option

optionVar -iv omniverse_embed_materials 1;

Include Cameras

optionVar -iv omniverse_export_includecamera 1;

Include Lights

optionVar -iv omniverse_export_includelight 1;

Live Sync Commands

For Live Sync, it cannot work with USD Animation on. So, you need run two script commands to turn it on.

optionVar -iv omniverse_export_useanimation 0; // turn off Use Animation
optionVar -iv omniverse_export_livesync 1; // turn on Live Sync
nvOmniUpdateConnectionUI(); // this is optional. But if you want to see right Live Sync checkbox status, you need call it.

Import USD

Imports a USD file on Omniverse

OmniImportCmd -file "/Omniverse/Users/aatest/tt.usd";

Note

there is a prefix “/Omniverse” to the URL.

List Command

List Command can be used to list the files and sub-folders in an Omniverse folder. The return value of this command is a string array which has data grouped by 3.

string $ffs[] = `OmniListCmd -la "/Omniverse/Users/aatest/"`;

Note

the string should end with ‘/’ as well as starts with the prefix ‘/Omniverse

Show File/Folder Name

Shows each folder/file full name

int $m = 0; for($m = 0; $m < 3; $m++) { int $idx = $m * 3; print ($ffs[$idx] + "\n");}

Show Folder/File Modify Date

int $m = 0; for($m = 0; $m < 3; $m++) { int $idx = $m * 3 + 1; print ($ffs[$idx] + "\n");}

Show Each Folder/File Author

int $m = 0; for($m = 0; $m < 3; $m++) { int $idx = $m * 3 + 2; print ($ffs[$idx] + "\n");}

Cache

Check Cache Status

maya.cmds.optionVar(q='OmniAuth_enableCaching')

Enable Caching

maya.mel.eval('OmniEnableCachingCmd -enable 1')

Plug-in Load Time

maya.mel.eval('OmniExtaCmd -tl')
t = maya.cmds.OmniExtaCmd(tl=True)
print t

MDL Materials

Python Scripts relating to MDLs

List MDL Materials

Python Script to show all of MDL materials

import maya.cmds as cmds
mdls = cmds.mdlShaderCmd(q=True,listHyperShadeItems=True)
for module in mdls:
    print module

Result

[u'adobe::annotations',
u'adobe::convert',
u'adobe::mtl',
......
u'Users::kkantiev::Hardskin_Test::t1OmniPbrTest',
u'Users::lileo::Maya::initialShadingGroup_lambert',
u'Users::lileo::Maya::lambert1']

Alternative List MDL

mdls = cmds.mdlShaderCmd(q=True,listHyperShadeItems=True)

Result .. code-block:: python

[u’L/Library/MDL/Base/OmniGlass/OmniGlass’, u’L/Library/MDL/Base/OmniPBR/OmniPBR’, u’L/Library/MDL/Base/OmniPBR_Opacity/OmniPBR_Opacity’]

Upgrade MDL Materials

Note

This feature will be deprecated in upcoming releases as it is not needed any longer. This tool specifically addresses a material change that was done from 2019.2 to 2019.3. The menu entry has been removed, however is still available as a MEL script command if needed.

nvOmniMenuUpgradeMaterials_command().

Record Time

Record Time of Server Connect and Load

maya.cmds.timer(s=True);
maya.mel.eval('optionVar -sv "omniverse_user_name_var" "my-user-name"')
maya.mel.eval('optionVar -sv "omniverse_server_url" "my-server:1234"')
maya.mel.eval('nvOmniMainConnectivity')
t = maya.cmds.timer(e=True);
print t

Record time to load templates

maya.cmds.timer(s=True);
maya.mel.eval('optionVar -sv "Omniverse_Library_Materials_Templates_SearchPaths" "/Omniverse/Library/Materials/Templates;"')
maya.mel.eval('syncMDLSearchPath')
t = maya.cmds.timer(e=True);
print t

Record time to load Collection

Collection Path is supported the same way as template path in plugin. So, there is should be no difference. But adding more path should cost more time.

maya.cmds.timer(s=True);
maya.mel.eval('optionVar -sv "Omniverse_Library_Materials_Collections_SearchPaths" "/Omniverse/Users/aatest/ani;"')
maya.mel.eval('syncMDLSearchPath')
t = maya.cmds.timer(e=True);
print t

Pick one file name

User may want to pick and get a file name without exporting or importing a USD. Here the things to do. You need define a mel function nvOmniPickCallback in which you define what you do with the file name. Now you can call mel function nvOmniPickAFile() to start the file pick dialog. Once you pick a file and close the dialog, nvOmniPickCallback is called.

global proc nvOmniPickCallback(string $filename)
{
   print("nvOmniPickCallback " + $filename + "\n");
}

nvOmniPickCallback is read only. You may want to export a new USD. Then you can call nvOmniAddAFile(). And you also need define a call back function, nvOmniAddAFileCallback, to handle the file name.

global proc nvOmniAddAFileCallback(string $filename)
{
   print("nvOmniAddAFileCallback " + $filename + "\n");
   OmniExportCmd -file $filename;
}

Loading the Plug-In

Load Plug In

Once the Maya Omniverse Plug-In is installed, navigate to the Plug-in Manager.

(Windows > Settings/Preferences > Plug-in Manager)

Look for OmniverseMayaLoader.mll and load/verify the plug-in is loaded/working. Select auto load if Maya should load this plug-in automatically.