USD was a hot topic at SIGGRAPH.
I have heard many people saying their apps would embrace it, many people saying it will replace FBX, etc…
I don’t know, from a cursory look, it seems to be USD is a file format that tells you what versions of what models are in what shots, with what exposed params overridden, using what caches on disk.
It looks like it shipped with a single deformer; the alembic file format plugin.
Let’s say you wanted to store skinned meshes and blendshapes, you would then write a file format plugin, and your own file format, and it could be loaded for all apps that have USD support?
Is that the power of this? Instead of writing a Max, Maya, Lightwave, Modo, Blender, Mario Paint custom plugin, I can just write it once?
Then there’s the whole referenced scene description vs how people treat FBX as a single asset format many times.
Anyway, would love to hear thoughts…