This skill guides safe, minimal edits to USD ASCII (.usda) files and the proper use of official USD command-line tools. It focuses on preserving stage structure, using correct specifiers and property types, and avoiding composition mistakes while making targeted changes.
When asked to modify a .usda file, this skill should:
over for edits to existing prims, def for new prims.SdfPath targets are valid and type-compatible.If the change is material- or shader-related for RealityKit, prefer the shadergraph-editor skill for node-specific guidance.
SdfPath).over an existing prim or def a new one.xformOpOrder to match your new ops.A USD stage is composed of one or more layers. A .usda file is a single ASCII layer that can sublayer or reference others.
A prim is a scene graph node. Specifiers control behavior: def creates, over modifies, class defines a reusable template.
Attributes store typed data; relationships ( rel) point to other prims.
Mechanisms like sublayers, references, and payloads that bring other USD data into the stage.
A path to a prim or property, written like </Root/Child> or </Root/Mat.outputs:surface>.
USD list ops ( prepend, append, delete, add) modify lists without replacing them.
Variant sets provide alternative content branches for a prim.
Animated or time-varying data stored in timeSamples dictionaries.
ReferenceWhen to Useusd-syntaxWhen you need a refresher on .usda syntax, values, and path formats.prims-propertiesWhen adding or editing prims, attributes, or relationships.composition-variantsWhen touching sublayers, references, payloads, or variant sets.transforms-unitsWhen editing transforms, xformOps, or stage units/up axis metadata.time-samplesWhen modifying animated/time-sampled properties.command-line-toolsWhen you need a quick reference for common USD command-line tools.usdcatWhen converting, flattening, or inspecting USD files.usdcheckerWhen validating USD or USDZ assets, including RealityKit-focused checks.usdrecordWhen rendering images from USD files.usdtreeWhen inspecting the prim hierarchy of a USD file.usdzipWhen creating or inspecting USDZ packages.usdeditWhen you need the official text-editing workflow for a USD-readable file.
usda
over "Mesh"
{
token visibility = "invisible"
}
usda
def Xform "Pivot"
{
double3 xformOp:translate = (0.0, 0.1, 0.0)
uniform token[] xformOpOrder = ["xformOp:translate"]
}
usda
rel material:binding = </Materials/Mat>
def when you only need an over.xformOpOrder consistent with the ops you add or remove.SdfPath targets exist and match the expected property type.