The usd* file size is huge when export a character animation #110184
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Reference: blender/blender#110184
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System Information
Operating system: Mac & Windows
Graphics card: M1 and Nvidia 1060
Blender Version
Blender 3.6 LTS
Short description of error
I export the character model to usdz with a 300 frames animation. The exported file size tops to 1.x Gb. The character has around 200k verts.
The file size can be as small as 20 Mb when I export it into a glb file in Blender.
How do I export usd* file into a similar size scale of glb?
Exact steps for others to reproduce the error
bison.blend
Hi @Ken-Jung-Lee , it's best if you could provide such a blend file for us to try and see what exactly is going on with the exporter. Thanks!
Sure! You can try with the attached file, and see the huge difference between the glb and usdz file sizes(6 Mb vs 1.2 Gb).
Hi, I'm not able to redo this locally.
What are your export settings for both gltf and usd? I exported with default preset.
Could it be textures and other data from add-ons affecting the file size?
In image, you've created usdz file. Storing in "usd" format would reduce the size since data is stored in binary: https://en.wikipedia.org/wiki/Universal_Scene_Description#File_formats
I have tried to export to usd, but the file sizes are pretty much the same big (1.21GB)
I basically use the default export settings, but just checked animation options.
btw, I am using Blender 3.6.0. I will try to update it to 3.6.2 to see how it makes difference.
I am thinking if the animation data affects the size?! I checked the raw usd file content and it looks like the animations occupies a large chunk of the file.
I have the same problem.
The skeletal point animation when exported to GLTF is 13 megabytes. Export from Blender to USDZ is 460 megabytes.
If you use gltf2usdz converter, the final file size is 6 megabytes.
Static files are exported in USDZ format in normal size. If necessary I can attach the source file with animation.
on Blender 3.6.5 stl and 4.1.0 alpha
Could it be some add-on or linked files causing this?
I was asked to run rigify script after opening
bison.blend
Sorry for the delayed reply. Email somehow slipped through my eyes (sometimes email notification goes to "socials" category instead of "primary")
I only use a few plug-in in my blender. I believe the Rigify is the only relevant plug-in for this export purpose. However, I don’t believe rigify contribute to this file size leap, since it’s just for transforming armatures to a more control-able rig.
Checked again with
animation
option, indeed file size increases with that (~970mb with animation, ~20mb without animation).@makowalski hi, can you check?
Thanks for reporting this. I'm investigating this issue.
Hi @Ken-Jung-Lee. Currently, the Blender
main
branch does not support exporting animating skeletons to USD (UsdSkel), so the animation is always exported as a point cache, which explains the size difference. Our goal is to add support for USD skeleton export to 4.1 in this pull request: #110912(Incidentally, exporting to UsdSkel is already supported in the
universals-scene-description
branch, and I confirmed the size is much smaller when exporting the bison animation from a build of that branch. )I see, it makes sense. Thank you for checking and explaining!
Hi there, I am experiencing the same issue. Just wondering if this has been solved or if there is a work around? Thanks in advance!
We may hope it will be included in 4.1. Meanwhile, what I did is exporting to a FBX or glb and then use Apple’s Reality Converter to convert to usdz. Well, one more step to convert so you know, they won’t always work.
Hi @Andrew-Waterhouse. UsdSkel export (which converts Armatures to USD skeletons) will be supported in Blender 4.1, and this should help address the file size issue. You can download the Blender 4.1 Beta and try it out. Here is where you can find the latest beta build: https://builder.blender.org/download/daily/
Perfect, thank you!
Okay, that seems to have worked for the most part. My character is now loaded and rendering and plays an animation but it looks like only 1 animation can be exported? Is there any way to export all of the animations? Thank you!
If I understand your question, you are correct that only one animation may be exported.
But can you give a more specific example of the workflow that you would want, ideally with an example blend file to demonstrate?
Thank you for the quick response. I am trying to create an app in SwiftUI with a talking avatar. I have about 10 animations or so for the character and would like to bring that character in with all of the animations and blend between them depending on what one In need to play. Here is the blend file if you would like to take a look.
Thanks for the example. I'll take a look and will investigate.