Nodes/Avatar Graph/Object Call Asset Clear
ComfyUI Node

Object Call Asset Clear

Stripping asset-browser metadata off an object in Avatar Graph

By avatechai·Created 3 years ago·Updated 2 years ago· 264
Object Call Asset Clear
  • BPY_OBJ
  • BPY_OBJ

This is one of the smallest, most single-purpose nodes in the pack, and it shows: no configuration, one input, one job. Blender objects can be "marked as asset" - a status that adds preview thumbnails and metadata so they show up in Blender's Asset Browser. Object Call Asset Clear undoes that: it strips the asset marking back off an object.

How it works

This wraps Blender's object.asset_clear operator, the counterpart to "Mark as Asset." If an object came into your Avatar Graph pipeline already flagged as an asset - say, pulled in from a .blend file or an asset library rather than generated fresh inside the graph - that metadata rides along with it unless something removes it. This node is that something. It has no effect on the mesh geometry, materials, or anything visible; it's purely about the asset-catalog flag Blender attaches to the object's data-block.

The inputs and outputs that matter

There's exactly one input:

  • BPY_OBJ - the object to clear asset status from.

No other configuration - it's a binary operation, either the object has asset metadata to clear or it doesn't. Output is a single BPY_OBJ, the same object minus the asset flag.

How to install it

ComfyUI Manager, search "Avatar Graph" and install, or manually:

cd ComfyUI/custom_nodes
git clone https://github.com/avatechai/avatar-graph-comfyui

then pip install -r requirements.txt and restart. Needs Blender's bpy module, pinned to Python 3.10.x - a dedicated conda environment on macOS/Linux, or Avatech's prebuilt Python-3.10 ComfyUI zip on Windows with the pack installed through Manager afterward.

Common issues & troubleshooting

If the node fails to load, that's the pack's Python-version pin, not this operator - check ComfyUI's startup console for an import error and confirm a clean Python 3.10.x environment with requirements.txt installed cleanly.

Since this node has no visible effect on the mesh itself, there's not much to debug about its output directly - if you're trying to confirm it actually did something, the honest answer is you'd need to inspect the object's asset data in Blender itself, since nothing about its shape or appearance changes. In practice, this is a node you'd reach for rarely: most objects moving through a from-scratch Avatar Graph pipeline were never marked as assets in the first place, so this only earns its place when your graph is importing or reusing objects that carry that status from elsewhere and you specifically don't want it following along downstream - for instance, before joining or exporting, if leftover asset metadata on a source object isn't something you want carried into the combined result.

If you're not sure whether an object you're working with actually has asset status to begin with, running this node unconditionally is harmless either way - clearing a flag that was never set doesn't error, it just does nothing. That makes it a safe, cheap thing to insert defensively right after an import step if you're unsure of the provenance of objects coming into your graph, rather than something you need to gate behind a check first.

Categoryblender

Inputs (1)

NameTypeDefaultDescription
BPY_OBJoptBPY_OBJ

Outputs (1)

NameTypeDescription
BPY_OBJBPY_OBJ