modified the houdiniAsset -loadAsset to return a partial path
rather than just the name of the asset node, so that we have a unique identifier
@@ -98,7 +98,7 @@ AssetSubCommandLoadAsset::doIt()
status = myDagModifier.doIt();
CHECK_MSTATUS_AND_RETURN_IT(status);
- MFnDependencyNode assetNodeFn(assetNodeObj);
+ MFnTransform assetNodeFn(assetNodeObj);
// The asset should have been instantiated by now. If we couldn't
// instantiate the asset, then don't operate on the asset any further. This
@@ -124,7 +124,7 @@ AssetSubCommandLoadAsset::doIt()
MGlobal::select(assetNodeObj);
// set result
- MPxCommand::setResult(assetNodeFn.name());
+ MPxCommand::setResult(assetNodeFn.partialPathName());
return MStatus::kSuccess;
}
