ECToo / pymel

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pymel import - removing plugin info query - will it break anything? #169

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
pymel import - removing plugin info query is giving me problem on certain
custom plugins.will it break anything in pymel if I remove this part?

what does pymel import need plugin info for?

Original issue reported on code.google.com by syntet...@gmail.com on 5 Mar 2010 at 10:22

GoogleCodeExporter commented 9 years ago
the better way would be for us to fix this.  can you identify for us which of 
your plugins 
are causing problems?  for each of the problematic plugins can you identify 
which MPx 
class it is using?

but to answer your question pymel queries the plugins in order to create PyNode 
classes 
from your custom nodes and to create pymel-compatible wraps from your custom 
commands.

Original comment by chad...@gmail.com on 5 Mar 2010 at 4:05

GoogleCodeExporter commented 9 years ago
it`s a custom render plugin.
I guess for things like this case some try: except: would work, so it doesn`t 
hang
Maya and just print out some warning. We were able to fix this in the plugin 
itself,
but it`s easier to read Script Editor and if Maya doesn`t crash.

Original comment by syntet...@gmail.com on 5 Mar 2010 at 5:20

GoogleCodeExporter commented 9 years ago
what error were you getting?  can you post the traceback? what did you do on 
the 
plugin side to solve the problem?

Original comment by chad...@gmail.com on 8 Mar 2010 at 6:35

GoogleCodeExporter commented 9 years ago
I will ask our developper to answer this, I`m TD. He said it was rather problem 
on
the plugin side, but would be cool if Pymel loading plugins could be "User 
Selective"
somehow. Maybe have a function that just returns list of plugins you want to 
skip..
I will ask our guy if he can comment more.

Original comment by syntet...@gmail.com on 8 Mar 2010 at 10:15

GoogleCodeExporter commented 9 years ago
Unfortunately, making selectively availability of certain PyNode types would 
not be trivial, so I don't think we'll go down this road unless there's a very 
clear need.

As far as the crashing - definitely, nothing pymel does should cause a crash, 
so if there's any way that we can avoid this, that would be good.  
Unfortunately, generally speaking, when maya crashes, nothing you can do on the 
python end of things (ie, a try-except) is going to prevent that... so you 
would basically have to know before-hand that maya is GOING to crash if you do 
X... and then not do X.  In our case, X basically involves the pluginInfo 
query, and creating an instance of a node (which is then undone, so it 
shouldn't affect the scene).

Regardless, going to close this bug, due to a lack of feedback... if you need 
it reopened, for have more info, please post.

Original comment by elron...@gmail.com on 20 Jan 2011 at 11:50