Add component-level metadata

 
 
 

You can use the Maya Metadata API to create an arbitrary number of metadata structures that can be attached to components of Maya mesh objects, including vertices, faces, and edges, or directly to a Maya node. A small set of MEL commands provide access to the metadata from within Maya.

Using the Metadata classes, you can create data structures for the component-level metadata, and combine it into a single data stream that lets the metadata flow through mesh operations in the Maya DG, while maintaining its attachment to the mesh. Since metadata can be attached to any node with an arbitrary named association, you can extend the API for uses such as attaching metadata to points in a point cloud, particles in a simulation, or a vertex on a NURBS surface. The metadata can later be examined or modified by MEL commands or through the API, and is preserved in Maya files across sessions. An example in the adsk::Data::Association class reference shows how to store vertex velocity and acceleration data on a simulated mesh. See the Maya API Documentation.

Metadata API classes

The Metadata API includes the following most commonly used classes: adsk::Data::Association, adsk::Data::Channel, adsk::Data::Stream, adsk::Data::Structure, and adsk::Data::Handle.

Metadata MEL commands

From Maya, you can use the following MEL commands to access and manipulate data structures created from Metadata API.