<?xml version="1.0" encoding="UTF-8"?><oembed><type>video</type><version>1.0</version><html>&lt;iframe src=&quot;https://www.loom.com/embed/23c5d0a519c64ae4b51c3e8919c368c7&quot; frameborder=&quot;0&quot; width=&quot;2560&quot; height=&quot;1920&quot; webkitallowfullscreen mozallowfullscreen allowfullscreen&gt;&lt;/iframe&gt;</html><height>1920</height><width>2560</width><provider_name>Loom</provider_name><provider_url>https://www.loom.com</provider_url><thumbnail_height>1920</thumbnail_height><thumbnail_width>2560</thumbnail_width><thumbnail_url>https://cdn.loom.com/sessions/thumbnails/23c5d0a519c64ae4b51c3e8919c368c7-a56af436672697fc.gif</thumbnail_url><duration>181.133</duration><title>03_Understanding Hierarchy and Instance Geometry with Maya and Cargo 3</title><description>In this video, I break down the hierarchy of our asset setup, focusing on the barrel instances. I explain how to select and move individual barrels within the outliner and demonstrate how they are all linked as instances of barrel A. I also show how to duplicate a barrel and convert it to an object for independent modification, which is essential for our workflow. If you want to modify a barrel without affecting the others, remember to use ctrl-d to duplicate and then convert it. Please make sure to follow these steps if you need to adjust any barrels in your projects.</description></oembed>