https://user-images.githubusercontent.com/2693840/172025793-d4898e67-8640-47ab-ad8a-36d05375f08d.mp4
Video with Audio
NVidia Omniverse CREATE: skeletal hierarchies and UsdAudio spatial audio
Open this page on iOS and click on the image:
On Mac OS, if you download the file it can be viewed with audio directly from Finder.
This production model is designed for Augmented Reality playback via Apple’s QuickLook.
It contains both Skeletal Animation on two meshes (elephant and monochord) as well as UsdAudio data.
The model uses the same texture for diffuseColor
and emission
. This creates an apperance of being “unlit”, with no actual Unlit shading model currently being available in QuickLook.
Some viewers ignore audio bitrate and instead assume a specific bitrate. The MP3 used here is an 48KHz file; QuickLook always assumes 48KHz, so 44.1KHz files will play incorrectly.
usdview: The monochord doesn’t play the correct skinned animation.
This model may have incorrect extents. Some viewers may calculate new mesh bounds from the actual skinned data / bones, others may use the provided extents data and thus show only a small part by default.
usdview: Extents leading to wrong start view. Note the small displayed box gizmo in the center of the model.
This asset has been kindly donated by A.MUSE – Interactive Design Studio from their project Songs of Cultures.
USDZ version by Felix Herbst / prefrontal cortex
“Songs of Cultures – Vietnamese Elephant with Monochord” by A.MUSE – Interactive Design Studio is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
#usda 1.0
(
framesPerSecond = 24
metersPerUnit = 1
timeCodesPerSecond = 24
defaultPrim = "Elephant"
upAxis = "Y"
)
def "Elephant" (
kind = "component"
prepend references = @SoC-ElephantWithMonochord.usdc@
)
{
matrix4d xformOp:transform
matrix4d xformOp:transform:xform1 = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
uniform token[] xformOpOrder = ["xformOp:transform", "xformOp:transform:xform1"]
}
def Xform "cameras"
{
def Camera "thumbnail_camera"
{
float2 clippingRange = (1, 1000000)
float exposure = 0
float focalLength = 0.5
float focusDistance = 5
float fStop = 0
float horizontalAperture = 0.11787187
float horizontalApertureOffset = 0
token projection = "perspective"
double shutter:close = 0.25
double shutter:open = -0.25
float verticalAperture = 0.11787187
float verticalApertureOffset = 0
matrix4d xformOp:transform = ( (0.9910474834212168, -1.570123107919041e-9, -0.13350987081288368, 0), (-0.026176251550166015, 0.9805914400857846, -0.1943070546461696, 0), (0.13091863679115867, 0.19606230548090348, 0.9718126789203039, 0), (17.011857294812835, 39.108272051296815, 132.87990243980298, 1) )
uniform token[] xformOpOrder = ["xformOp:transform"]
}
}