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Guide for modifying USD ASCII (.usda) files, including prims, properties, composition arcs, variants, and transforms. Use when editing or reviewing .usda files by hand.
npx skill4agent add tomkrikorian/visionosagents usd-editoroverdefSdfPathshadergraph-editorSdfPathoverdefxformOpOrderdefoverclassrel</Root/Child></Root/Mat.outputs:surface>prependappenddeleteaddtimeSamples| Reference | When to Use |
|---|---|
| When you need a refresher on .usda syntax, values, and path formats. |
| When adding or editing prims, attributes, or relationships. |
| When touching sublayers, references, payloads, or variant sets. |
| When editing transforms, xformOps, or stage units/up axis metadata. |
| When modifying animated/time-sampled properties. |
| When you need a quick reference for common USD command-line tools. |
| When converting, flattening, or inspecting USD files. |
| When validating USD or USDZ assets, including RealityKit-focused checks. |
| When rendering images from USD files. |
| When inspecting the prim hierarchy of a USD file. |
| When creating or inspecting USDZ packages. |
| When compressing USD or USDZ assets for size. |
| When extracting files from USD-compatible packages. |
over "Mesh"
{
token visibility = "invisible"
}def Xform "Pivot"
{
double3 xformOp:translate = (0.0, 0.1, 0.0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}rel material:binding = </Materials/Mat>defoverxformOpOrderSdfPath