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<p><img alt="META" src="authors:Nicolas &quot;Duduf&quot; Dufresne;license:GNU-FDL;copyright:2021-2022;updated:2022/10/11" /></p>
<h1 id="importing-assets">Importing assets</h1>
<p>When importing or replacing assets, there are a few options. The same way publish settings can use presets or be set directly in the <em>Ramses Client Application</em>, <em>Ramses</em> will look for presets and default settings when importing the assets.</p>
<p><img alt="" src="../../../img/maya/importsettings_preset.png" /></p>
<p>In the first tab, you can optionally select an existing preset.</p>
<p>Presets are stored in a folder inside the Maya module folder. You can save or load a preset with <code>Edit ► Save preset...</code> and <code>Edit ► Load preset...</code>. When a preset is saved in the default folder, it is listed in the box in this tab.</p>
<p><em>Ramses</em> provides a few presets by default, they&rsquo;re good examples of what you can do.</p>
<ul>
<li><code>Alembic - Reference and shaders</code> imports an alembic file as a reference, along with <em>Maya</em> shader libraries.</li>
<li><code>Alembic and shaders</code> imports an alembic file, and <em>Maya</em> shader libraries as a reference.</li>
<li><code>Maya - Lock transform</code> imports a Maya file, and locks the transformations of the imported asset.</li>
<li><code>Maya - Reference</code> references a Maya file.</li>
<li><code>Maya</code> simply imports a Maya file.</li>
</ul>
<p>You can safely delete these presets from the preset folder if you don&rsquo;t need them.</p>
<!--When importing or replacing assets, there are a few options. The same way publish settings can use presets or be set directly in the *Ramses Client Application*, *Ramses* will look for presets and default settings when importing the assets.
Presets are stored in a folder inside the Maya module folder. You can save or load a preset with `Edit ► Save preset...` and `Edit ► Load preset...`. When a preset is saved in the default folder, it is listed in the box in this tab.
*Ramses* provides a few presets by default, they're good examples of what you can do.
- `Alembic - Reference and shaders` imports an alembic file as a reference, along with *Maya* shader libraries.
- `Alembic and shaders` imports an alembic file, and *Maya* shader libraries as a reference.
- `Maya - Lock transform` imports a Maya file, and locks the transformations of the imported asset.
- `Maya - Reference` references a Maya file.
- `Maya` simply imports a Maya file.
You can safely delete these presets from the preset folder if you don't need them.-->

<h2 id="format-settings">Format settings</h2>
<p>For each format to import, you can set some settings.</p>
<!--For each format to import, you can set some settings.-->

<p><img alt="" src="../../../img/maya/importsettings_format.png" /></p>
<p>The text on the right can be copied to any <a href="../../client/pipetypes/">pipe type</a> in the <em>Ramses Client Application</em>. When importing an asset, <em>Ramses</em> will first look for these settings, and if they&rsquo;re found, it won&rsquo;t show the settings dialog unless the user checked the box <code>Edit import options</code> when importing the asset.</p>
<ul>
<li>Files can be imported as <strong>references</strong>.</li>
<li>When files are imported as reference, you can force a reload of the reference after it&rsquo;s been imported with the <strong>Auto-reload reference</strong> option. This will fix some import issues encountered in complex files in rare cases, where some connexions may break when programmatically referencing a maya file. But it makes the import process a bit longer (the time it takes to reload the reference).</li>
<li><strong>All transformations</strong> of all nodes can be <em>locked</em>.</li>
<li>By default, a <strong>namespace</strong> is created to store the imported objects. This can be deactivated. Use with caution as name conflicts can generate errors on import/update!</li>
<li>Imported objects are grouped in a transform node. By default, a <strong>shape</strong> (a square around the objects as a <em>nurbsCurve</em>) is created to easily manipulate them in the viewport.</li>
<li>Imported objects are grouped in a transform node. By default, a <strong>shape</strong> (a square around the objects as a <em>nurbsCurve</em>) is created to easily manipulate them in the viewport. Note that in some rare cases, some connexions between the imported nodes may break if this shape is added to this group node. This seems to be a bug in Maya, and in this case preventing the addition of this shape by checking this option is an easy workaround.</li>
<li>When importing a shader library, <strong>shaders can automatically be applied</strong> on the selected nodes.
<em>Ramses</em> will use the node names to apply the shaders: the selected nodes must have the <em>exact same name</em> as the nodes in the scene used to publish the shaders.</li>
</ul>
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<pre><code class="language-yaml">format: '*' # The file format these settings apply to. Either a wildcard '*' or the file extension (without the leading &quot;.&quot;)
apply_shaders: true
as_reference: false
autoreload_reference: False
lock_transformations: true
create_namespace: true
no_root_shape: false
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<li>Use the <strong>handles</strong> control to add some time before and after the scene&rsquo;s time range.</li>
<li>You can change the <strong>frame step</strong> to make the exported file lighter or more detailed (e.g. for precise motion blur).</li>
<li>You can automatically <strong>filter Euler rotations</strong>.</li>
<li>You can automatically add all custom attributes.</li>
<li>You can set a list of attributes to include, using their exact names, or a prefix.</li>
</ul>
<h2 id="arnold-scene-source">Arnold Scene Source</h2>
<p>There are no options for this format.</p>
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filter_euler_rotations: true
renderable_only: true
world_space: true
add_extra_attributes: False
attributes: # List of attributes to include
- ''
attributes_prefix: # List of attributes to include (by prefix)
- ''
- ass # Arnold secne source options (emtpy, no options)
freeze_transform:
case_sensitive: false
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Expand Down Expand Up @@ -1787,12 +1797,22 @@ <h2 id="update"><img alt="" src="../../../img/icons/ramupdate.png" style="width:
<p>Use the Update command to update (or downgrade) the assets included in the scene.</p>
<p><img alt="" src="/img/maya/update.png" /></p>
<p>For each asset, you can select which version to use in the scene and automatically replace it. The update command is able to update to a newer or downgrade to a previous version.</p>
<p>The <em>Mel</em> and <em>Python</em> corresponding command is: <code>ramUpdate</code>.</p>
<p>The <em>Mel</em> and <em>Python</em> corresponding command is: <code>ramUpdate</code>. It can take two parameters:</p>
<ul>
<li><code>updateAll</code> or <code>-a</code>: boolean. When <code>True</code>, the dialog isn&rsquo;t shown, and all items are automatically updated.</li>
<li><code>updateSelection</code> or <code>-s</code>: boolean. When <code>True</code>, the dialog isn&rsquo;t shown, and the selected items are automatically updated.</li>
</ul>
<pre><code class="language-py"># Python
import maya.cmds as cmds

# Shows the update dialog
cmds.ramUpdate()

# Updates all the items in the current scene
cmds.ramUpdate( a=True )

# Updates the selected items in the current scene
cmds.ramUpdate( s=True )
</code></pre>
<h2 id="retrieve-version"><img alt="" src="../../../img/icons/restoreversion.svg" style="width:32px" /> Retrieve Version</h2>
<p>The <em>Retrieve version</em> command can be used to check and restore a previous version of the current scene.</p>
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