User Interface

Omniverse Shelf

The Omniverse Shelf allows quick access to important Omniverse functions.






Open Content

Opens a file browser to open a file from your PC or Omniverse Nucleus


Save Content

Saves the current USD file


Export Content

Exports the current maya scene as a USD file to your PC or Omniverse Nucleus


USD Layer Editor

Opens the Maya native USD Layer Editor



Links to this documentation



Version and technical information about the plugin

Omniverse Export Content

Export Content uses maya-usd to export the current Maya Scene or Selection as a USD file to your PC or Omniverse Nucleus.


Any USD proxy nodes in the scene will not be exported, refer to Autodesk Maya Documentation to determine which nodes are supported. If you’re trying to modify the proxy USD stage, then use Save Content instead of Export Content.

Further Reading

Read Autodesk’s USD Export documentation to learn more.

Export Options




Export Mode

There are two export modes:

  • All: Exports the entire Maya scene

  • Selected: Exports selected Maya nodes*


A comment to pass to Nucleus

*Refer to Autodesk’s docs for supported nodes and attributes





.usd File Format

Binary or Ascii

Create USD Parent

The name of the USD node that is the parent of the exported data. The default is World

USD Parent Type

Xform or Scope. The USD node type of parent, default Xform

Export Roots

Multi-flag that allows export of any DAG subtree without including parents





Subdivision Method

Binary or Ascii

Component Tags

Exports component tags

Color Sets

Enables or disables the export of color sets

UV Sets

Enables or disables the export of UV sets


Determines how to export skeletons. Valid values are:

  • None: No skeletons are exported

  • Auto: All skeletons are exported, SkelRoots may be created

  • Explicit: Only skeletons under SkelRoots are exported

Skin Clusters

Determines how to export skinClusters via the UsdSkel schema. On any mesh where skin bindings are exported, the geometry data is the pre-deformation data. On any mesh where skin bindings are not exported, the geometry data is the final (post-deformation) data. Valid values are:

  • None: No skinClusters are exported

  • Auto: All skinClusters will be exported for non-root prims. The exporter errors on skinClusters on any root prims. The root-most prim containing any skinned mesh will automatically be promoted into a SkelRoot, e.g. if </Model/Mesh> has skinning, then </Model> will be promoted to a SkelRoot

  • Explicit: Only skinClusters under explicitly-tagged SkelRoot prims will be exported. The exporter errors if there are nested SkelRoots. To explicitly tag a prim as a SkelRoot, specify a USD_typeNameattribute on a Maya node.

Blend Shapes

Enables or disables export of blend shapes

Display Colors

Exports display color





USD Preview Surface

Selects how to convert materials on export. The default value UsdPreviewSurface will export to a UsdPreviewSurface shading network.





Frame Range

Start and end frames to include in the export






Exports any state and animation on Maya visibility attributes


Enables or disables the export of instances

Merge Transform and Shape nodes

Combines Maya transforms and shapes into a single USD prim that has transform and geometry, for all “geometric primitives” (gprims). This results in smaller and faster scenes. Gprims will be unpacked back into transform and shape nodes when imported into Maya from USD.

Include Namespaces

Includes or Removes namespaces during export. By default, namespaces are exported to the USD file in the following format: nameSpaceExample_pPlatonic1

Filter Types

Maya type names to exclude when exporting. If a type is excluded, all inherited types are also excluded, e.g. excluding surfaceShape will exclude mesh as well. When a node is excluded based on its type name, its subtree hierarchy will be pruned from the export, and its descendants will not be exported.

Encoded USD Export Options

‘;’ deliminated string of additional options supported by maya-usd