= Make a character into a digital asset = == How to == steps>> # Select all character nodes in the network editor. # Press ((RMB)) on empty space and choose __Collapse__, or press ((Shift + C)). # Press ((RMB)) on the subnet node and choose __Create Digital Asset__. # Choose an internal _name_ and human-readable _label_ for the asset. Choose the library in which to save the asset (__Save to library__) and the scope in which to make the asset available (__Install library to__) See [how to create a digital asset|/assets/create] for information on these options. # Click __Accept__. Houdini automatically opens the [type properties window|/ref/windows/optype] for the asset. # In the type properties window, [set up the asset's user interface|/assets/asset_ui] by promoting parameters you want to be editable to the asset. [Lock|/ref/panes/parms] other parameters that shouldn't change. # Inside the asset, select all nodes except the character root node, and lock all __Scale__ and __Pivot__ parameters. # Turn off the [Selectable flag|/nodes/obj] on all non-control nodes (such as bones). # In the type properties window, turn on __Hide default subnet parameters__ to hide the default transform tab for the asset. == Refine the asset == Creating a character asset is an iterative process. You want to promote/expose the minimum user interface possible to the artist. You will find that you... * Make an asset. * Attempt to use it in production. * Find out the artist needs certain parameters you didn't promote. * Edit the asset to promote the parameters and repeat. ...until you have the asset very finely tuned for the artist's needs.