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author-usd-component

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Atualizado19 de julho de 2026 às 06:17

How to AUTHOR a `.usda` asset from scratch for LunCoSim — geometry, materials, physics, behaviour, tunable parameters, and getting it into the spawn catalog. USE THIS SKILL when the user asks to "build/model/make a <thing>" as a reusable asset: a habitat, a lander, a rover part, an antenna, a porthole, a tank; or says "add a material/shader to it", "make it collide", "give it physics", "make it spawnable", "expose that as a slider", "put a hole in it", "make this parametric". For the agent mid-code: writing `def Xform`/`def Mesh`/`def NurbsPatch`, `apiSchemas`, `material:binding`, `trimCurve:*`, `customData {min,max}`, `lunco:program:*`, `lunco:spawnable`. This is the AUTHORING side. To assemble a scene from assets that already exist use build-usd-scene; to drive the running app use test-via-api. Project-specific and non-obvious: `xformOpOrder` is MANDATORY (without it every `xformOp:*` is ignored and the prim sits at identity), `uRange`/`vRange` are never read, `customData` has no `doc` key, a scalar `

Instalação

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