tde_io¶
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tde_io.
genDepFile
(dep_file, asset_info, additional_deps=None, brain=None)¶
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tde_io.
get_asset_info
(node, brain)¶ Queries the asset information of the selected asset
Parameters: - node – nr_tde node as {‘node’: tde4.node, ‘name’: <node_name>, ‘file_path’: <asset_file_path>}
- brain – an instance of an initialized nreal_brain
Returns: the asset information dictionary for the given tde4 node
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tde_io.
get_local_assetsInfo
()¶ Reads the project asset information from the projects notes and return them as dictionary
Returns: dict of {‘<asset_name>: info_dict{}, ….etc}
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tde_io.
get_project_nodes
(brain, node_type='')¶ Gets list of all assets used in the project, both pipeline assets and internally created assets will be returned
Parameters: - brain –
- node_type – if given, only nodes of this type will be returned (valid types: pgroup, lens, camera [geo is returned with pgroup])
Returns: list of {‘node’: <tde4_node>, ‘name’: <node_name>, ‘file_path’: <asset_file_path_if_available_for_the_found_node>} dicts
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tde_io.
get_selected_nodes
(brain)¶ builds a dictionary from the information of the first selected object in the Object Browser Note: only “Cameras”, “Lenses” and “3DModels” are respected in selections, then first one to be found in selection list will be used to return the node dict object.
Returns: nr_tde_node as dict of {‘node’: tde4.node, ‘type’: <type>, ‘name’: <node_name>, ‘file_path’: <asset_file_path>}
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tde_io.
get_version
(node, brain)¶ Get the version of the given node :param brain: pre-initialized instance of the nreal_brain :param node: :return: float(version)
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tde_io.
is_asset
(node_name)¶
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tde_io.
load_asset
(self, depFile_data, method, for_asset, for_context, ignore_dup=True, database_data={}, **kwargs)¶
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tde_io.
load_lens
(lens_path, cam_id=None, lens_node=None, lens_name=None)¶
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tde_io.
open_project
(self, asset_file, asset_type, database_data={}, **kwargs)¶
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tde_io.
retarget_asset
(self, current_process, srcRetargetFiles, dst_refNode_patterns, for_asset='', for_context='', ignore_dup=True, database_data={}, deps_data=[], **kwargs)¶ Retarget wont be needed in Katana, you may think about deleting the following code in the future
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tde_io.
retarget_footage_path
(from_str='', to_str='')¶
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tde_io.
transcode_and_load
(self, depFile_data, method, for_asset, for_context, ignore_dup=True, database_data={})¶
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tde_io.
update_assets_info
(dep_info=None, sync_only=False, brain=None)¶ updates the project notes edit text by the current project assets as json format :param dep_info: the depFile_data of the asset to be added or modified in the json phrase of the project note :param sync_only: if True, then the dep_info will be ignored and the function will loop over the available assets and
delete whatever not exist from the json phraseReturns: the asset_info json formatted string
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tde_io.
update_nodes_version
(brain, nodes=None)¶ loop over the script nodes and set the internal node version to match the file version it references :param nodes: list of nuke nodes, if None, all nodes will be updated whenever this is possible :param brain: pre-initialized instance of the nreal_brain :return: