---
# System prepended metadata

title: '**Modeling**  SanityCheck Check Topology ELT'
tags: [Modeling, Sanity Check]

---

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# **Modeling**  SanityCheck Check Topology ELT
###### tags: `Modeling` `Sanity Check`


:::spoiler {state="close"} Check if **FPS is set to 25FPS**
- _check_valid_time_unit
```
    Check if FPS is set to 25FPS
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if **frame range is START_FRAME-END_FRAME**
- _check_valid_framerange
```
    Check if frame range is START_FRAME-END_FRAME
    :return : False if check fails
```
:::

:::spoiler {state="close"} Verify the **scene selection sets**
- _check_valid_selection_sets
```
    Verify the scene s selection sets
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if find **authorized nodes**
- _check_valid_authorized_nodes
```
    Check if find authorized nodes
    :return : False if check fails
    :return : None if check pass
```
:::

:::spoiler {state="close"} Check if **unknown nodes are present**
- _check_valid_unknownnodes
```
    Check if unknown nodes are present
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if **non default cameras are present**
- check_valid_default_cam
```
    Check if non default cameras are present
```
:::

:::spoiler {state="close"} Check if **display layers are present**
- _check_valid_displaylayers
```
    Check if display layers are present
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if scene has the **right selection sets**
- _check_valid_assetsets
```
    Check if scene has the right selection sets
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if scene has the **default groups**
- _check_valid_defautsgrp
```
    Check if scene has the default groups
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if scene has **valid hierarchy** regarding variations and subassets
- _check_valid_hierarchy
```
    Check if scene has valid hierarchy regarding variations and subassets
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if scene **has groups and meshes**
- check_scene_elmt
```
    Check if scene has groups and meshes
    :return : check_elmt
    :rtype : boolean
```
:::

:::spoiler {state="close"} Check if scene **has more than one top node**
- _check_valid_top_node_number
```
    Check if scene has more than one top node
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check **top node name** : must be the scene name minus the task.
- _check_valid_top_node_name
```
    Check top node name : must be the scene name minus the task.
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check **top node has the right position**
- _check_valid_top_node_pos
```
    Check top node has the right position
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if **top node has values**
- _check_valid_top_node_ft
```
    Check if top node has values.
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check **group nomenclature** (prefix, suffix)
- _valid_grps_nom
```
    Check group nomenclature:
    - Checking prefix
    - Checking suffix (with padding)
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check if all **groups are freeze transformed**
- _valid_grps_ft
```
    Check if all groups are freeze transformed
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check if **groups are hidden**
- _valid_grps_visib
```
    Check if groups are hidden
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check **mesh nomenclature** to match convention
- _valid_meshes_nom
```
    Check mesh nomenclature to match convention.
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if **meshes are freeze transformed**
- _valid_meshes_ft
```
    Check if meshes are freeze transformed
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check if **meshes have correct nomenclature**
- _valid_meshes_history
```
    For each mesh, check if meshes have correct nomenclature
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check if **mesh is visible**
- _valid_meshes_visibility
```
    Check if mesh is visible
    :return : False if check fails
```
:::

:::spoiler {state="close"} Check if **meshes have correct nomenclature**
- _valid_meshes_history
```
    For each mesh, check if meshes have correct nomenclature
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check if **meshes pass clean up** options.
- _valid_meshes_cleanup
```
    Check if meshes can pass clean up options.
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check if meshes have **ngones**
- _valid_meshes_ngones
```
    Check if meshes have ngones
    :rtype : List if check fails, otherwise None
```
:::

:::spoiler {state="close"} Check if meshes have **geo issues**
- _valid_meshes_geo_issues
```
    Check if meshes have geo issues
    :rtype : List if check fails, otherwise None
```
:::