User Interface

Omniverse Shelf

The Omniverse Shelf allows quick access to important Omniverse functions. The Export submenu offers the options to Export All or Export Selection. The Live submenu has actions for creating, connecting to, sharing, and leaving Live Sessions.

Image of the Maya Native Omniverse shelf, showing both the buttons mentioned below and the right-click menus for the Export Content and Live buttons.



Open Content

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

Save Content

Saves the current USD file

Import Content

Import USD as native Maya data.

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.

The three-column Export window. The left-hand column shows bookmarks, Nucleus servers, and local drives and folders.  The middle column shows the currently chosen folders contents.  Export options are on the right-hand side.  Along the bottom is an entry field for the file name, a dropdown allowing the user to choose the file extension, and buttons to Export or Cancel.

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

An image of the Export options.

Menu Item


Export Mode

Export Modes.
  • Prop: Export all data.

  • Prop Animation Clip: Export only animation.

  • Skeletal Mesh: Export skeletal meshes.

  • Skeletal Animation Clip: Exports only skeletal animation clips.

  • Animated Point Cache: Export point cache geometry, baking animation and deformation into the geometry per frame.

Checkpoint Comment

Add a Nucleus checkpoint comment.

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


An image of the Output options.

Menu Item


.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

Move To Origin

All root-level nodes are centered at the origin in the output USD file.

File Output

An image of the File Output options.

Menu Item


Batch Export

If References or Payloads are chosen, individual USD scenes will be added to the exported file either as References or Payloads, respectively.


Sets the preset mode for the exported Maya material

Prop Path

Sets the prop path for the exported Maya material

Material Path

Sets the material path for the exported Maya material

Texture Path

Sets the texture path for the exported Maya material


An image of the options for choosing types of objects to export.

Menu Item



Export Maya lights


Export Maya cameras

Filter Constraints

Filter constraints, which aren’t supported in USD and can cause translation issues.


An image of the options geometry, including subdivision model, skeletons, skins, and blendshapes.

Menu Item


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


An image of the Materials options.

Menu Item


Material Scope Name

Name for the parent scope for material/shader prims.


Export materials to MDL.

USD Preview Surface

Export materials to USD Preview Surface.

Collect Resources

If checked, copy all textures and materials to the folder containing the exported file.


An image of the Animation options.

Menu Item


Animation Data

Toggle to export animation or not.

Frame Range

Start and end frames to include in the export.

Use Animation Range

Set the start/end frames to match current scene range.


An image of the Advanced export options.

Menu Item



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 Options

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