Asset Import
asset_importImports Poly Haven CC0 assets into Maya by fetching FBX files and textures, auto-wiring PBR channels, enforcing polycount limits, and returning grouped bounding-box reports.
Instructions
Import a Poly Haven CC0 model into Maya (find ids via asset_search).
Pipeline: host downloads FBX + textures from the Poly Haven whitelist (https-only, size caps, per-file md5 verify) into the platformdirs cache -> Maya imports the local FBX (explicit meters unit handling) -> texture maps auto-wire by PH naming convention (diff/albedo -> color sRGB; rough/metal -> Raw single-channel; nor_gl -> bump2d normal) -> polycount gate -> group as GRP_asset_ -> bbox/metadata report.
Idempotent by default: a second call with the same asset_id reports the existing group instead of duplicating (force=True re-imports).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Re-import even when GRP_asset_<id> already exists. | |
| asset_id | Yes | Poly Haven asset id (case-sensitive, e.g. 'Camera_01'). | |
| resolution | No | Texture tier '1k' (default), '2k', '4k', '8k'. | 1k |
| session_key | No | Maya session key. | |
| max_polycount | No | Face-count guard (default 100000); imports over the limit are deleted and rejected. | |
| allow_high_polycount | No | Override the polycount guard (the override is disclosed in the audit log). |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |