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Import

Import

The Import node brings objects into the graph. It can import any object that's an input to the Yeti node: geometry, grooms, guides, feathers, braids or XGen Interactive Grooms. Connect it to the inputs of other nodes to control the flow of the graph. An Import node is usually the first node in a graph, because without one there's no mesh to grow fur from.

The Selection parameter is very important: it's the name of the objects to import. Yeti finds objects by name only, so if an object's name changes in Maya, the Import node can no longer find it. Names can change in many situations: for example, Maya adds Deformed to a mesh's name when a cache is applied. Use wildcards so that any variation of the name still matches.

For example, rather than importing a mesh called myHerosHead01Shape, it can be more flexible to use *Head*. Then the groom also works on myHerosHead01Deformed and anotherHerosHead02Deformed, which makes it easy to reuse the groom for crowds and so on.

Parameters​

ParameterDescription
SelectionThe name of the objects to import, either exactly or with wildcards. Defaults to *, which imports every input object of the chosen type.
TypeThe type of object to import: Geometry, Groom, Guides, Feather, Braid or XGen Interactive Groom.

For Groom and Guides, only the first matching object is imported. To use several grooms or guide sets, import each one with its own Import node and combine them with a Merge node. The other types import every matching object.