assets_xml

class assets_xml.XmlSceneBuilder(parent_xml, nr_brain=None, load_method='reference')
build_tree(elem, par=None)
create_asset(elem_dict)
get_or_create(ast_name, ref_file, x_form)
parse_create()
assets_xml.duplicate_asset(asset)

Duplicate referenced asset as a maya instance

Parameters:asset
Returns:the resulted asset instance
assets_xml.export_sgXml(root, xml_file, time_range=(1, 1), assemblies=None, components=None, references=None)
assets_xml.maya_to_xml(ast_root, xml_file, time_range=(1, 1))

Write a katana ScenegraphXml file for the given asset root

Parameters:
  • ast_root
  • xml_file
  • time_range
Returns:

assets_xml.update_assets_locators(ast_locators)
assets_xml.write_sgXml(asset_root, xml_file)
assets_xml.write_tags_xml(asset_root, xml_file, usd_locations=False)

Write ‘mat’ tags as katana xml attributesFile

Parameters:
  • asset_root
  • xml_file
  • usd_locations – when True, the locations in the generated xml refers to the transform node rather than the shape node to respect that USD merges the transform and shape as one object called like the transform name
Returns:

assets_xml.xml_to_maya(xml_file, nr_brain=None, load_method='reference')

Loads and places all the assets found in the given scenegraphXml

Parameters:
  • xml_file
  • load_method – reference|import defines how the assets will be loaded in the scene
  • nr_brain – in instance of initialized nreal_brain module, if not provided, the current session ticket will be used instead
Returns:

a list of the loaded assets