Some of our artists use modeling plugins that the rest do not need. So their maya files are constantly throwing errors that there are nodes that require a missing plugin. Is there any way to determine what nodes require said plugin? Or would i need to take care of it on the machine with the proper plugin?
If you set the MAYA_PLUG_IN_PATH in your Maya.env file as described in Setting up your build environment, plug-ins in the top-level of that directory will be loaded into Maya automatically. However, plug-ins that are not in that directory's top-level will need to be loaded manually.
On Windows, samples are built to the build\Debug\ directory under the sample name. Windows plug-ins have the mll suffix. For example, to load the Windows circleNode plug-in, navigate to circleNode\build\Debug\ and select circleNode.mll.
On Linux, samples are built to the build directory under the sample name. Linux plug-ins have the so suffix. For example, to load the Linux circleNode plug-in, navigate circleNode/build/ and select circleNode.so.
On macOS, samples are built to build/Debug/ if they were built with XCode. Otherwise, the sample plug-in will be located in the top level of the build directory. macOS plug-ins have the bundle suffix. For example, to load the macOS circleNode plug-in built with Xcode, navigate to circleNode/build/Debug/ and select circleNode.bundle.
I just downloaded Maya 2019. I've been using Maya 2018 for some time now and one feature that is critical to my workflow is the ATF Plugin. Now, in Maya 2019, the ATF plugin is simply nowhere to be found in my plugin manager and I'm wondering if I'm missing something? Attached is a screenshot of the full list of plugins that come up with the plugin manager. I'm trying to import .STP files if anyone knows of another way to do this.
Thanks for the reply! However, It's not quite working for me. Attached is a screenshot of what my import dialogue looks like (to expand all possible options I stitched two pics together in photoshop). As you can see, there is no STEP_ATF option available. Any ideas of what else I can do?
This is happening because you are on Mac OS. ATF plugin isn't currently available on Mac os versions of Maya but I've notified the developers about this so they can either fix this and/or update our documentation to not include ATF support on Mac.
Yes 2018 should handle it fine. My colleague in QA found out that the ATF plug-in was actually removed from the Mac version of 2019 due to performance issues so I believe it is planned to be added back in the future and/or some other method for these file types may work.
Check the Maya 2018 help Distributing Multi-File Modules for information about how to create a module file that maya will recognise and allow the plugin to load with its respective scripts and resources.
To confirm that the plugin works in the first place, you could copy the scripts to the scripts folder in Documents/maya/2018/scriptsand the plugin to the plug-ins folder Documents/maya/2018/plug-ins.If you still get the same error, then it's not a problem with distribution but then there is something broken in the plugin itself.
I am unable to load the omniverse usd plugin in Maya 2020 Update 4 on Windows 10. I get the error seen in the attached snapshot. I looked at this thread and ensured that the Maya USD plugin was not loaded but the issue seems to persist.
I installed the plugin via the Omniverse app so I assume it installed cleanly although I could try installing again. Initially I started Maya 2020.4 and loaded the omniverse usd plugin and it failed to load with a generic plugin initialisation failed error. I searched the forums here and found a thread about first unloading the maya-usd plugin which as on auto-load in my case. So, I turned that off and restarted Maya and verified that maya-usd plugin was not loaded anymore. Then I tried to load the omnivores plugin and ran into the error message attached in my first post.
Thanks a ton Aron and TJ! The issue is resolved now! I think previously I was only unloading the mayausd plugin and not the hydra plugin which was causing the issue. Its working as expected now. Thank you very much! Looking forward to omniverse!
This class is used in the initializePlugin anduninitializePlugin functions of a Maya plug-in to respectivelyregister and deregister the plug-in's services (commands, nodetypes, etc) with Maya. The constructor for this class must bepassed the MObjectthat Maya provides as an argument to initializePlugin anduninitializePlugin.
MFnPluginprovides various registration methods for use insideinitializePlugin, when the plug-in is being loaded, andderegistration methods for use inside uninitializePlugin, when theplug-in is being unloaded. In general it is good practice to haveuninitializePlugin deregister the plug-in's services in the reverseorder in which they were registered in initializePlugin. Thisensures, for example, that a custom datatype is not deregisteredbefore the node types which use it.
A plug-in's uninitializePlugin function is only called when theplug-in is explicitly unloaded. It is not called when Mayaexits. Normally this is not a problem because system resources suchas memory and open file handles are automatically released by theoperating system when Maya exits. However, if there are cleanuptasks which a plug-in must perform even when Maya exits, forexample deleting a temporary file, then the plug-in'sinitializePlugin can use the MSceneMessage::addCallbackmethod with a message of "kMayaExiting" to register a callbackfunction that will be executed when Maya is about to exit. Thecallback function can then handle any cleanup activities which theoperating system won't handle automatically on exit.
A side effect of including MFnPlugin.h in a source file is toembed an API version string into the corresponding compiled objectfile. Because of this, including MFnPlugin.h in more than onesource file in the same plug-in will lead to conflicts when theplug-in is linked. If it is necessary to include MFnPlugin.h inmore than one of a plug-in's source files the preprocessor macroMNoVersionString should be defined in all but one of thosefiles prior to the inclusion of MFnPlugin.h. Normally, this issuewill not arise as only the file that contains theinitializePlugin and uninitializePlugin routinesshould need to include MFnPlugin.h.
It is unusual, but possible, to instantiate several MFnPluginobjects within a single plug-in binary. In this case the vendor andversion information that is set for the plug-in is taken from thefirst instance as this information works per binary rather than percommand/node etc.
affectsNode.cpp,animCubeNode.cpp,animExportUtil.cpp,animImportExport.cpp,animInfoCmd.cpp,anisotropicShader.cpp,apiMeshShape.cpp,apiSimpleShape.cpp,arcLenNode.cpp, AshliPluginMain.cpp,backfillShader.cpp,blindComplexDataCmd.cpp,blindDataPluginMain.cpp,blindDoubleDataCmd.cpp,blindShortDataCmd.cpp,brickShader.cpp,buildRotationNode.cpp,cellShader.cpp, checkerShader.cpp,circleNode.cpp, cleanPerFaceAssignmentPluginMain.cpp,clearcoat.cpp, closestPointCmd.cpp,closestPointOnCurvePlugin.cpp,closestPointOnNurbsSurfaceCmd.cpp,clothPaintAttrCmd.cpp,clusterWeightFunction.cpp,componentScaleManip.cpp,compositingShader.cpp,conditionTest.cpp,contrastShader.cpp,convertBumpCmd.cpp,convertEdgesToFacesCmd.cpp,convertVerticesToEdgesCmd.cpp,convertVerticesToFacesCmd.cpp,createClipCmd.cpp,curvedArrowsNode.cpp,customAttrManip.cpp,customImagePlane.cpp,cvColorNode.cpp,cvColorShader.cpp,cvPosCmd.cpp, D3DViewportRendererPlugin.cpp,dagMessageCmd.cpp,dagPoseInfoCmd.cpp,ddsFloatReader.cpp,deletedMsgCmd.cpp,depthShader.cpp,displacementShader.cpp,dynExprField.cpp,eventTest.cpp, exampleMRampAttribute.cpp,exportJointClusterDataCmd.cpp,exportSkinClusterDataCmd.cpp,fileIOMsgCmd.cpp,filteredAsciiFile.cpp,flameShader.cpp,flipUVMain.cpp, fluidInfoCmd.cpp,footPrintManip.cpp,footPrintNode.cpp,fullLoftNode.cpp,gammaShader.cpp,genericAttributeNode.cpp,geometryCacheConverter.cpp,geometrySurfaceConstraint.cpp,geomShader.cpp, hairCollisionSolver.cpp,helix2Cmd.cpp, helixTool.cpp,hlslPluginMain.cpp,hwAnisotropicShader_NV20.cpp,hwColorPerVertexShader.cpp,hwDecalBumpShader_NV20.cpp,hwManagedTextureShader.cpp,hwPhongShader.cpp,hwReflectBumpShader_NV20.cpp,hwRefractReflectShader_NV20.cpp,hwRenderPostEffect.cpp,hwToonShader_NV20.cpp,hwUnlitShader.cpp,iffInfoCmd.cpp, iffPixelCmd.cpp,iffPpmCmd.cpp, instanceCallbackCmd.cpp,interpShader.cpp,intersectCmd.cpp,intersectOnNurbsSurfaceCmd.cpp,jitterNode.cpp, jlcVcrDevice.cpp,lambertShader.cpp,lassoTool.cpp, latticeNoise.cpp,lavaShader.cpp, lepTranslator.cpp,lightShader.cpp,lineManip.cpp, lineManipContainer.cpp,lockEvent.cpp, marqueeTool.cpp,maTranslator.cpp,meshOpMain.cpp, meshReorderPlugin.cpp,mixtureShader.cpp,motionPathCmd.cpp,motionTraceCmd.cpp,moveCurveCVsCmd.cpp,moveManip.cpp, moveNumericTool.cpp,moveTool.cpp, multiCurveNode.cpp,narrowPolyViewerMain.cpp,nodeCreatedCBCmd.cpp,nodeInfoCmd.cpp,nodeMessageCmd.cpp,noiseShader.cpp,objExport.cpp, offsetNode.cpp,OpenEXR.cpp, OpenGLViewportRendererPlugin.cpp,ownerEmitter.cpp,particleAttrNodeMain.cpp,particlePathsCmd.cpp,particleSystemInfoCmd.cpp,peltOverlapCmd.cpp,pfxInfoCmd.cpp, phongShader.cpp,pickCmd.cpp, pluginMain.cpp,pnTrianglesNode.cpp,pointOnMeshInfoPlugin.cpp,pointOnSubdNode.cpp,polyMessageCmd.cpp,polyPrimitiveCmd.cpp,polyRawExporter.cpp,polyTrgNode.cpp,polyX3DExporter.cpp,progressWindowCmd.cpp,quadricShape.cpp,referenceQueryCmd.cpp,renderAccessNode.cpp,renderViewInteractiveRenderCmd.cpp,renderViewRenderCmd.cpp,renderViewRenderRegionCmd.cpp,rockingTransformCheckMain.cpp,rockingTransformMain.cpp,rotateManip.cpp,sampleCmd.cpp, sampleParticles.cpp,scanDagCmd.cpp, scanDagSyntax.cpp,shadowMatteShader.cpp,shellNode.cpp, shiftNode.cpp,simpleEmitter.cpp,simpleFluidEmitter.cpp,simpleImageFile.cpp,simpleLoftNode.cpp,simpleSolverNode.cpp,simpleSpring.cpp,sineNode.cpp, slopeShader.cpp,solidCheckerShader.cpp,spiralAnimCurveCmd.cpp,splitUVMain.cpp,squareScaleManip.cpp,squareScaleManipContext.cpp,stringFormatNode.cpp,surfaceBumpManip.cpp,surfaceCreateCmd.cpp,surfaceTwistCmd.cpp,sweptEmitter.cpp,swissArmyManip.cpp,testNobjectNode.cpp,testNucleusNode.cpp,tiffFloatReader.cpp,torusField.cpp, transCircleNode.cpp,translateCmd.cpp,undoRedoMsgCmd.cpp,userMsgCmd.cpp, viewCallbackTest.cpp,volumeShader.cpp,weightListNode.cpp,XmlGeometryCache.cpp,yTwistNode.cpp, andzoomCameraCmd.cpp.
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