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Description
Please describe the enhancement you have in mind and explain what the current shortcomings are?
In good USD structures small but helpful information about the heavier data inside payloads is grafted upwards to outside of the payload. So that if you load a scene with payloads disabled you can still see and manipulate the scene in a meaningful way.
For example:
The bounding boxes (extentHints) would allow displaying bounding boxes for the 'disabled' geometry.
The variants would allow you to still switch between different variants without needing to directly load the heavier geometry.
Note that the info like the extentHints would then need to live inside the variant prim spec so that the extentHints change when switching variants, without needing to load the heavier payload geometry.
How would you imagine the implementation of the enhancemenent?
No response
Describe alternatives you've considered:
No response
Additional context:
link to discussion on Discord
(might be a private channel)
This issue was automatically created from Clickup ticket AY-7893