def open_asset_scene(self): # Get Asset Object self.get_asset_data() asset_file_path = file_path.EveFilePath() file_type = entities.EveFile.file_types['asset_hip'] asset_file_path.build_path_asset_hip(file_type, self.asset_data.asset_type, self.asset_data.asset.name, '001') asset_file_path.build_last_file_version() hou.hipFile.load(asset_file_path.path)
def save_next_version(): scene_path = hou.hipFile.path() if scene_path: scene_file = file_path.EveFilePath(scene_path) scene_file.build_next_file_version() scene_path = scene_file.version_control() if scene_path: hou.hipFile.save(scene_path) else: print '>> Houdini file is not saved yet. Save scene first!'
def create_asset_scene(self): # Get Asset Object self.get_asset_data() # Create file path string asset_file_path = file_path.EveFilePath() file_type = entities.EveFile.file_types['asset_hip'] asset_file_path.build_path_asset_hip(file_type, self.asset_data.asset_type, self.asset_data.asset.name, '001') scene_path = asset_file_path.version_control() # Save file if scene_path: if not os.path.exists(asset_file_path.location): os.makedirs(asset_file_path.location) hou.hipFile.save(scene_path)
def run_open_render_scene(self): """ Open LAST existing scene version. WIP. Need to implement publishing and open user-defined or last published version. :return: """ # Build string PATH to file file_type = entities.EveFile.file_types['shot_render'] shot_file_path = file_path.EveFilePath() shot_file_path.build_path_shot_render(file_type, self.selected_sequence.name, self.selected_shot.name, '001') shot_file_path.build_last_file_version() hou.hipFile.load(shot_file_path.path)
def run_create_render_scene(self): # Build string PATH to file file_type = entities.EveFile.file_types['shot_render'] shot_file_path = file_path.EveFilePath() shot_file_path.build_path_shot_render(file_type, self.selected_sequence.name, self.selected_shot.name, '001') scene_path = shot_file_path.version_control() if not scene_path: return # Create new scene hou.hipFile.clear() # Save file if scene_path: hou.hipFile.save(scene_path)
import hou from core import database from core import file_path from core import settings # Get data eve_root = os.environ['EVE_ROOT'] asset_id = int(sys.argv[-1]) eve_data = database.EveData(settings.SQL_FILE_PATH.format(eve_root)) asset = eve_data.get_asset(asset_id) # Create EveFilePath file_type = database.EveFile.file_types['asset_hip'] file_path_asset = file_path.EveFilePath() # Get asset_type dictionary asset_type_dic = None for asset_type in database.Asset.asset_types: if database.Asset.asset_types[asset_type]['id'] == asset.type: asset_type_dic = database.Asset.asset_types[asset_type] # Create file path string file_path_asset.build_path_asset_hip(file_type, asset_type_dic, asset.name, '001') scene_path = file_path_asset.version_control() # Save file if scene_path: hou.hipFile.save(scene_path)