As an artist working on a scene, you must choose the workflow that works best for you. The following are a few tips for common workflow related issues. 
	 
- It is possible to assemble all the components before adding them all to an asset and publishing the appropriate attributes. However, you can also create an asset first and use the 
		  Set Current Asset option to ensure that all the objects created thereafter are automatically placed in the asset. Building an asset this way helps reduce the risk of missing objects, which could happen if you add them to the asset manually. 
		
 
- When creating an asset from existing components, you may want to include some nodes related to the selected nodes, but not all of them. You can do this using the 
		  Preview contents option in the 
		  Create Asset with Transform Options and 
		  Create Advanced Asset Options window. For more information, see 
		  Create assets. 
		
 
- One of the primary benefits of using assets is to limit visual complexity and streamline your working interface. Here is a list of options to think about in order to maximize this benefit: 
		  
- Once you have published all your attributes and nodes for an asset, set that asset to 
				Black Box mode. 
			 
 
- If you choose to show attributes in the 
				Outliner, 
				Channel Box or 
				Asset Editor, set the 
				Show > Attributes menu to display 
				Published only. 
			 
 
- Set the 
				Outliner to 
				Display > Advanced Asset Contents > Under Asset to avoid displaying the DAG hierarchy. Conversely, you can also set the 
				Outliner to 
				Display > Advanced Asset Contents > Under Parent to reduce the asset to a single asset node representation in the DAG hierarchy. 
			 
 
- Use template views to show published attributes in a meaningful way to each artist that works on an asset. 
			 
 
- In the 
				Hypergraph, use 
				Options > Merge Connections to reduce the number of connection lines. If 
				Black Box mode is off, you can also turn off 
				Options > Show Relationship Connections to hide published attribute connections. 
			 
 
 
		 
- When setting up a file with assets to be referenced by a parent file, it is usually a good idea to lock assets so that other artists cannot modify them from the parent file. You can do this either by manually locking unpublished attributes, or by setting the 
		  Asset Unpublished option to 
		  Lock in the 
		  Save Scene As Options window. For more information on locking, see 
		  Lock an asset. 
		
 
- Sometimes you may want to publish attributes that don’t appear in the 
		  Channel Box. You can do this by opening the 
		  Attribute Editor, right-clicking the attribute’s name and selecting the asset name from the marking menu. You can also use the 
		  Asset Editor. For more information on publishing attributes, see 
		  Publish or Unpublish attributes. 
		
 
- You can connect multiple published attributes to a single 
		  Dynamic Attribute. For more information on publishing attributes, see 
		  Publish or Unpublish attributes. 
		
 
- In scenes representing landscapes or large objects, you can publish the 
		  Level Of Detail information of various nodes to control the detail of related objects when the camera moves closer and farther from them. For more information, see 
		  LOD (Levels of Detail).