Meta-data about an HDA, returned by hapi.getAssetInfo
Methods ¶
nodeId
: int
Property
Use the node id to get the asset’s parameters. See hapi.getNodeInfo.
objectNodeId
: int
Property
The objectNodeId differs from the regular nodeId in that for geometry based assets (SOPs) it will be the node id of the dummy object (OBJ) node instead of the asset node. For object based assets the objectNodeId will equal the nodeId. The reason the distinction exists is because transforms are always stored on the object node but the asset parameters may not be on the asset node if the asset is a geometry asset so we need both.
hasEverCooked
: bool
Property
It’s possible to instantiate an asset without cooking it. See hapi.cookNode.
nameSH
: int
Property
Instance name (the label + a number).
labelSH
: int
Property
This is what any end user should be shown.
filePathSH
: int
Property
Path to the .otl library file.
versionSH
: int
Property
User-defined asset version.
fullOpNameSH
: int
Property
Full asset name and namespace.
helpTextSH
: int
Property
Asset help marked-up text.
helpURLSH
: int
Property
Asset help URL.
transformInputCount
: int
Property
Transform inputs exposed by the asset. For OBJ assets this is the number of transform inputs on the OBJ node. For SOP assets, this is the singular transform input on the dummy wrapper OBJ node. See hapi.connectNodeInput.
geoInputCount
: int
Property
Geometry inputs exposed by the asset. For SOP assets this is the number of geometry inputs on the SOP node itself. OBJ assets will always have zero geometry inputs. See hapi.connectNodeInput.
geoOutputCount
: int
Property
Geometry outputs exposed by the asset. For SOP assets this is the number of geometry outputs on the SOP node itself. OBJ assets will always have zero geometry outputs. See hapi.connectNodeInput.
haveObjectsChanged
: bool
Property
For incremental updates. Indicates whether any of the assets’s objects have changed. Refreshed only during an asset cook.
haveMaterialsChanged
: bool
Property
For incremental updates. Indicates whether any of the asset’s materials have changed. Refreshed only during an asset cook.