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Benjamin Nelson DeMann edited this page Aug 24, 2017 · 4 revisions

Asset

Each Asset has an Asset Type which is either prop, accessory, set, or character. The type can be used to allow the asset to behave differently. For example you might have a filter to find all character rigs; you could take advantage of the fact that accessories don't have rigs while props might; or in Houdini you might assemble sets differently than you would assemble other assets.

Assets elements: models, rigs, textures, designs, materials, and assemblies.

  • models: geometry (Maya)
  • rig: animation controls (Maya)
  • textures: images for texture maps (Mari)
  • designs: any concept images for the asset (Photoshop)
  • materials: shaders/surface models (historically stored in the assembly element instead of the material element) (shopnets in Houdini)
  • assembly: hda that has alembic and shaders put together so the asset can be brought into Houdini (HDAs in Houdini)

A common misconception is that an asset is the same as a model, however the appropriate relationship is to say that an asset has a model, so be careful how you throw those terms around.

Asset is a subclass of the Body module. Asset is a child class of the Body class.

Instance Methods

  • get_type(self)
  • update_type(self, new_type)