Hello all,
I was looking at the example code for writing an animated skeleton:
Universal Scene Description: API Introduction (openusd.org)
the example mentions:
binding = UsdSkel.BindingAPI.Apply(skel.GetPrim())
binding.CreateSkeletonRel().SetTargets([anim.GetPrim().GetPath()])
in my existing code, I use
anim_binding = UsdSkel.BindingAPI.Apply(skel_prim.GetPrim())
anim_rel = anim_binding.CreateAnimationSourceRel()
anim_rel.SetTargets([anim_prim.GetPrim().GetPath(),])
reading the documentation, it seems to me the CreateSkeletonRel call would be used on a mesh to apply the skinning. Am I understanding this correctly and is this example using the wrong relationship?
As a side note, I really like the higher level UsdSkel documentation, it gives a great overview. I was wondering if this was a little mistake as well:
valid,whyNot = topo.Validate()
if not valid:
Tf.Warn(“Invalid topology: %s”%reason)
return False
I would think reason there should ne whyNot?
Thanks,
Koen