many-children#
Code |
HI.011 |
---|---|
Validator |
|
Compatibility |
openusd |
Tags |
🚀 |
Summary#
Avoid large numbers of child prims under a parent xform
Description#
Many sibling prims can be expensive to traverse and are hard to navigate from a scene organization perspective. Users benefit when assets are organized into manageable groups rather than a flat sibling list, for example when authoring opinions or animation. Ie, in the example below, consider that the user may want to hide or rotate the lid and how this would be facilitated in a flat vs nested hierarchy.
Why is it required?#
Improves scene organization
Improves traversal time
Examples#
Not recommended#
def Xform "World" () {
def Mesh "Mesh1" () {}
def Mesh "Mesh2" () {}
def Mesh "Mesh3" () {}
def Mesh "Mesh4" () {}
def Mesh "Mesh5" () {}
}
Recommended#
def Xform "Toolbox" () {
def Scope "Base" () {
def Mesh "Outter_shell" () {}
def Mesh "Inner_shell" () {}
}
def Xform "Lid" () {
def Mesh "Cover" () {}
def Mesh "Handle" () {}
def Scope "Locks" () {
def Mesh "Lock_left" () {}
def Mesh "Lock_right" () {}
}
}
}
How to comply#
Reorganize scene to place fewer prims under one parent.