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getUniqueScenegraphLocationFromAssetId
void getUniqueScenegraphLocationFromAssetId(
const std::string& assetId,
bool includeVersion,
std::string& ret
)Define a unique fragment of a scenegraph path for an assetId.
This section of a scenegraph path is used when loading multiple
assetIds into Katana's scenegraph. It is used by nodes like
Importmatic and LookFileManager.
The returned scenegraph can be of arbitrary depth. The choice is up to the asset plugin and the preference of artists when using these nodes.
The generated scenegraph path fragment should avoid leading or trailing slashes. Only valid scenegraph characters are allowed, so avoid non-alphanumeric characters like punctuation. Underscores are allowed.
The simplest implementation will return a short, valid scenegraph
name for the asset like "hero". When includeVersion is true, it should
append a child location, like "hero/ver20".
Studios implementing this plugin may want to define more hierarchy based
on variants or asset fields. This could generate a result like
"villain/burnt/lod" or "villain/v0015/burnt/lod", depending on if the
version is requested with includeVersion.
Resolve
containsAssetIdgetAssetVersionsisAssetIdresolveAssetresolveAllAssetsresolvePathresolveAssetVersion
Publish
Attributes
buildAssetIdgetRelatedAssetIdgetAssetAttributesgetAssetFieldsgetAssetIdForScopesetAssetAttributes
Nodegraph