When you create an asset,
Maya arranges the nodes in a number of ways:
- In the Hypergraph Connections editor,
all the internal nodes encapsulated by that asset appear as a single
node with rounded borders.
- In the Outliner,
all the internal nodes encapsulated by the asset appear under a
new asset node.
- A corresponding entry appears in the Channel
Box above the Inputs and Outputs.
You can expand an asset
node to display its contents (see
Parts of an asset).
In Maya there are two types of assets, and
you can interact with each one in different ways.
- Asset with transform are
assets that have transform properties and can be manipulated in
the scene like a group node. You can also parent assets in the DAG
hierarchy like any other node. Any node parented to an asset with
a transform is automatically placed inside it.
Assets with transform
are simpler and allow direct manipulation and thus are most appropriate
for nodes that need to be placed in the scene or the DAG hierarcy
(for example, geometry or groups).
- Advanced assets do
not have an associated transform. These assets are not part of the
DAG hierarchy and the assets themselves cannot be parented in the
hierarchy. However, internal nodes can be published as anchors and placed
in the DAG hieararchy if necessary.
Advanced assets are most
appropriate for collections of nodes that do not need to interact
much with the DAG hierarchy, or for collections of nodes that are
not in the same DAG hierarchy (for example, shader networks or character
In both cases, you add
and modify attributes and make attribute connections to asset nodes
(and the nodes placed within them) just like you would other nodes
For more information
on connections, see
Connect input and output attributes.