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It is possible to create arbitrary user data that can be attached to any object. This user data can then later be used at shading time by specific nodes with a user prefix. The convention used to store the user data can be found in different data types such as color and float. For example:


  • Create a 'aiUserDataFloat' in Maya and an aiUserDataFloat and call it 'TestFloat':


  • Export the scene as an a .ass file and open it in a text editor. We can see that the float 'TestFloat' is stored in the .ass file as follows: