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Have to import maya.cmds multiple times else maya forgets it after button press
Have multiple commands when button is pressedCounting Button pressing timesimporting multiple cache files in Maya using Pythonmaya python + Pass variable on button pressButton press after a delayMaya Python multiple functions to one buttonimporting and renaming multiple objects in maya with pythonHow to handle pressed button more time in Kivy?Assign multiple shaders to imported .OBJ files in Mayaa mel delete attributes in maya after import fbx form 3dmax
as for some background, my code is most likely a complete mess, mostly since I've only had a couple of hours scripting in my life.
For class im creating a solar system with all the standard planets and also the option for the user to input their own planet. Everything worked fine up until i tried letting the user spawn the planets with a button in the UI(an ugly button for now but a button nonetheless). If the user presses a button, say 'Sun', then the sun spawns, but only once, if he then decides to spawn sun again or any other planet for that matter, it gives an error stating that the module doesn't contain 'polycube or polysphere'. So basically, the button works once, then doesn't work anymore. If i call them from anywhere but the button, it works perfectly and indefinitely. I figured since he doesn't know polycube or polysphere, its almost as if i didn't import maya.cmds, so lets try recalling it. and low and behold that works.
So basically my question is as follows, does maya forget its imported libraries when you press a button? and How do i solve this without having to re-import maya.cmds in every function?
import maya.cmds as maya
class create_body:
def __init__(self, distance, radius, bonus_scale, r, g, b):
import maya.cmds as maya
self.radius = radius * bonus_scale / 1000
self.bonusScale = bonus_scale
self.distanceScene = distance
self.distanceMeter = distance*1000000000
maya.polyCube()
self.r = r
self.g = g
self.b = b
def color_body_custom(self):
import maya.cmds as maya
value = maya.colorEditor()
self.color = [float(i) for i in value.split()]
self.r = self.color[0]
self.g = self.color[1]
self.b = self.color[2]
def spawn_body(self):
import maya.cmds as maya
maya.polySphere(r = self.radius)
maya.move(self.distanceScene, moveZ = True)
maya.move(0, 0, 0, ".scalePivot", ".rotatePivot", absolute=True)
maya.polyColorPerVertex(rgb=(self.r,self.g,self.b), colorDisplayOption=True)
def animate_body(self):
import maya.cmds as maya
orbitTimeYears = self.get_orbital_time()*10
key = str(orbitTimeYears) + 'sec'
maya.setKeyframe(v=0, at='rotateY', t=['0sec'], itt = 'spline', ott = 'spline')
maya.setKeyframe(v=-360, at='rotateY', t=[key], itt = 'spline', ott = 'spline')
maya.selectKey(attribute='rotateY')
maya.setInfinity(pri='linear', poi='linear')
def get_orbital_time(self):
import math
orbitMeter = self.distanceMeter * 2 * math.pi
gravConst = 132690600000000000000 / self.distanceMeter
orbitSpeed = math.sqrt(gravConst)
orbitTimeSec = orbitMeter / orbitSpeed
orbitTimeYears = orbitTimeSec / 31556926
return orbitTimeYears
class create_ui:
def __init__(self, window_name):
self.myPlanetarySystem = window_name
# Make sure there's only one window open by deleting the window if it exists
self.delete_ui()
# Create the UI
self.myp = maya.window(self.myPlanetarySystem)
maya.rowColumnLayout(numberOfColumns=3, columnWidth=[(1, 150), (2, 75), (3, 75)], columnOffset=[(1, 'left', 5)])
maya.showWindow()
maya.window(self.myPlanetarySystem, e=True, title='TileGenerator', w=200, h=190)
maya.button(label = 'Sun', command = partial(self.body, 0, 695.510, 10, True, 1, 1, 0))
maya.button(label='Mercury', command = partial(self.body, 57.9, 2.439, 1000, False, 0.2, 0.2, 0))
#Sun = create_body(0, 695.510, 10, 1, 1, 0)
#Sun.spawn_body()
#Mercury = create_body(57.9, 2.439, 1000, 0.2, 0.2, 0)
#Mercury.spawn_body()
#Mercury.animate_body()
#Venus = create_body(108.2, 6.051, 1000, .5, 0.2, 0)
#Venus.spawn_body()
#Venus.animate_body()
#Earth = create_body(149.6, 6.971, 1000, 0, 0, 1)
#Earth.spawn_body()
#Earth.animate_body()
#Mars = create_body(227.9, 3.389, 1000, 0.6, 0.1, 0)
#Mars.spawn_body()
#Mars.animate_body()
#Jupiter = create_body(778.5, 69.911, 100, 0.9, 0.8, 0.5)
#Jupiter.spawn_body()
#Jupiter.animate_body()
#Saturn = create_body(1433.4, 58.232, 100, 0.8, 0.8, 0.7)
#Saturn.spawn_body()
#Saturn.animate_body()
#Uranus = create_body(2876.6, 25.362, 100, 0.7, 0.8, 1.0)
#Uranus.spawn_body()
#Uranus.animate_body()
#Neptune = create_body(4503.4, 24.622, 100, 0.3, 0.4, 0.7)
#Neptune.spawn_body()
#Neptune.animate_body()
def delete_ui(self):
if maya.window(self.myPlanetarySystem, exists=True):
maya.deleteUI(self.myPlanetarySystem, window=True)
def body(self, distance, radius, bonus_scale, is_sun, r = 0.5, g = 0.5, b = 0.5, *args):
obj = create_body(distance, radius, bonus_scale, r, g, b)
obj.spawn_body()
if not is_sun:
obj.animate_body()
create_ui('myPlanetarySystem')
python-2.7 button scripting python-import maya
add a comment |
as for some background, my code is most likely a complete mess, mostly since I've only had a couple of hours scripting in my life.
For class im creating a solar system with all the standard planets and also the option for the user to input their own planet. Everything worked fine up until i tried letting the user spawn the planets with a button in the UI(an ugly button for now but a button nonetheless). If the user presses a button, say 'Sun', then the sun spawns, but only once, if he then decides to spawn sun again or any other planet for that matter, it gives an error stating that the module doesn't contain 'polycube or polysphere'. So basically, the button works once, then doesn't work anymore. If i call them from anywhere but the button, it works perfectly and indefinitely. I figured since he doesn't know polycube or polysphere, its almost as if i didn't import maya.cmds, so lets try recalling it. and low and behold that works.
So basically my question is as follows, does maya forget its imported libraries when you press a button? and How do i solve this without having to re-import maya.cmds in every function?
import maya.cmds as maya
class create_body:
def __init__(self, distance, radius, bonus_scale, r, g, b):
import maya.cmds as maya
self.radius = radius * bonus_scale / 1000
self.bonusScale = bonus_scale
self.distanceScene = distance
self.distanceMeter = distance*1000000000
maya.polyCube()
self.r = r
self.g = g
self.b = b
def color_body_custom(self):
import maya.cmds as maya
value = maya.colorEditor()
self.color = [float(i) for i in value.split()]
self.r = self.color[0]
self.g = self.color[1]
self.b = self.color[2]
def spawn_body(self):
import maya.cmds as maya
maya.polySphere(r = self.radius)
maya.move(self.distanceScene, moveZ = True)
maya.move(0, 0, 0, ".scalePivot", ".rotatePivot", absolute=True)
maya.polyColorPerVertex(rgb=(self.r,self.g,self.b), colorDisplayOption=True)
def animate_body(self):
import maya.cmds as maya
orbitTimeYears = self.get_orbital_time()*10
key = str(orbitTimeYears) + 'sec'
maya.setKeyframe(v=0, at='rotateY', t=['0sec'], itt = 'spline', ott = 'spline')
maya.setKeyframe(v=-360, at='rotateY', t=[key], itt = 'spline', ott = 'spline')
maya.selectKey(attribute='rotateY')
maya.setInfinity(pri='linear', poi='linear')
def get_orbital_time(self):
import math
orbitMeter = self.distanceMeter * 2 * math.pi
gravConst = 132690600000000000000 / self.distanceMeter
orbitSpeed = math.sqrt(gravConst)
orbitTimeSec = orbitMeter / orbitSpeed
orbitTimeYears = orbitTimeSec / 31556926
return orbitTimeYears
class create_ui:
def __init__(self, window_name):
self.myPlanetarySystem = window_name
# Make sure there's only one window open by deleting the window if it exists
self.delete_ui()
# Create the UI
self.myp = maya.window(self.myPlanetarySystem)
maya.rowColumnLayout(numberOfColumns=3, columnWidth=[(1, 150), (2, 75), (3, 75)], columnOffset=[(1, 'left', 5)])
maya.showWindow()
maya.window(self.myPlanetarySystem, e=True, title='TileGenerator', w=200, h=190)
maya.button(label = 'Sun', command = partial(self.body, 0, 695.510, 10, True, 1, 1, 0))
maya.button(label='Mercury', command = partial(self.body, 57.9, 2.439, 1000, False, 0.2, 0.2, 0))
#Sun = create_body(0, 695.510, 10, 1, 1, 0)
#Sun.spawn_body()
#Mercury = create_body(57.9, 2.439, 1000, 0.2, 0.2, 0)
#Mercury.spawn_body()
#Mercury.animate_body()
#Venus = create_body(108.2, 6.051, 1000, .5, 0.2, 0)
#Venus.spawn_body()
#Venus.animate_body()
#Earth = create_body(149.6, 6.971, 1000, 0, 0, 1)
#Earth.spawn_body()
#Earth.animate_body()
#Mars = create_body(227.9, 3.389, 1000, 0.6, 0.1, 0)
#Mars.spawn_body()
#Mars.animate_body()
#Jupiter = create_body(778.5, 69.911, 100, 0.9, 0.8, 0.5)
#Jupiter.spawn_body()
#Jupiter.animate_body()
#Saturn = create_body(1433.4, 58.232, 100, 0.8, 0.8, 0.7)
#Saturn.spawn_body()
#Saturn.animate_body()
#Uranus = create_body(2876.6, 25.362, 100, 0.7, 0.8, 1.0)
#Uranus.spawn_body()
#Uranus.animate_body()
#Neptune = create_body(4503.4, 24.622, 100, 0.3, 0.4, 0.7)
#Neptune.spawn_body()
#Neptune.animate_body()
def delete_ui(self):
if maya.window(self.myPlanetarySystem, exists=True):
maya.deleteUI(self.myPlanetarySystem, window=True)
def body(self, distance, radius, bonus_scale, is_sun, r = 0.5, g = 0.5, b = 0.5, *args):
obj = create_body(distance, radius, bonus_scale, r, g, b)
obj.spawn_body()
if not is_sun:
obj.animate_body()
create_ui('myPlanetarySystem')
python-2.7 button scripting python-import maya
Running straight from the script editor this is working fine, though you forgot to import your partial module:from functools import partial
– Green Cell
Mar 8 at 1:36
Ahh yes but not actually, I mean I just forgot to place it here, indeed my code here works but if you delete the instances of the import function after the first one the code no longer works
– Arnaud Hanssens
Mar 8 at 8:40
1
Even after deleting allimport
calls except the top line still works fine. Pressing a button won't magically "erase" imports, as that would be massively broken and honestly make no sense! But yes, good call on switching it tocmds
, using it asmaya
is an odd choice espcially since you can actually runimport maya
.
– Green Cell
Mar 11 at 1:38
I run from pycharm and that was indeed the issue, I've had no further problems
– Arnaud Hanssens
Mar 12 at 9:24
add a comment |
as for some background, my code is most likely a complete mess, mostly since I've only had a couple of hours scripting in my life.
For class im creating a solar system with all the standard planets and also the option for the user to input their own planet. Everything worked fine up until i tried letting the user spawn the planets with a button in the UI(an ugly button for now but a button nonetheless). If the user presses a button, say 'Sun', then the sun spawns, but only once, if he then decides to spawn sun again or any other planet for that matter, it gives an error stating that the module doesn't contain 'polycube or polysphere'. So basically, the button works once, then doesn't work anymore. If i call them from anywhere but the button, it works perfectly and indefinitely. I figured since he doesn't know polycube or polysphere, its almost as if i didn't import maya.cmds, so lets try recalling it. and low and behold that works.
So basically my question is as follows, does maya forget its imported libraries when you press a button? and How do i solve this without having to re-import maya.cmds in every function?
import maya.cmds as maya
class create_body:
def __init__(self, distance, radius, bonus_scale, r, g, b):
import maya.cmds as maya
self.radius = radius * bonus_scale / 1000
self.bonusScale = bonus_scale
self.distanceScene = distance
self.distanceMeter = distance*1000000000
maya.polyCube()
self.r = r
self.g = g
self.b = b
def color_body_custom(self):
import maya.cmds as maya
value = maya.colorEditor()
self.color = [float(i) for i in value.split()]
self.r = self.color[0]
self.g = self.color[1]
self.b = self.color[2]
def spawn_body(self):
import maya.cmds as maya
maya.polySphere(r = self.radius)
maya.move(self.distanceScene, moveZ = True)
maya.move(0, 0, 0, ".scalePivot", ".rotatePivot", absolute=True)
maya.polyColorPerVertex(rgb=(self.r,self.g,self.b), colorDisplayOption=True)
def animate_body(self):
import maya.cmds as maya
orbitTimeYears = self.get_orbital_time()*10
key = str(orbitTimeYears) + 'sec'
maya.setKeyframe(v=0, at='rotateY', t=['0sec'], itt = 'spline', ott = 'spline')
maya.setKeyframe(v=-360, at='rotateY', t=[key], itt = 'spline', ott = 'spline')
maya.selectKey(attribute='rotateY')
maya.setInfinity(pri='linear', poi='linear')
def get_orbital_time(self):
import math
orbitMeter = self.distanceMeter * 2 * math.pi
gravConst = 132690600000000000000 / self.distanceMeter
orbitSpeed = math.sqrt(gravConst)
orbitTimeSec = orbitMeter / orbitSpeed
orbitTimeYears = orbitTimeSec / 31556926
return orbitTimeYears
class create_ui:
def __init__(self, window_name):
self.myPlanetarySystem = window_name
# Make sure there's only one window open by deleting the window if it exists
self.delete_ui()
# Create the UI
self.myp = maya.window(self.myPlanetarySystem)
maya.rowColumnLayout(numberOfColumns=3, columnWidth=[(1, 150), (2, 75), (3, 75)], columnOffset=[(1, 'left', 5)])
maya.showWindow()
maya.window(self.myPlanetarySystem, e=True, title='TileGenerator', w=200, h=190)
maya.button(label = 'Sun', command = partial(self.body, 0, 695.510, 10, True, 1, 1, 0))
maya.button(label='Mercury', command = partial(self.body, 57.9, 2.439, 1000, False, 0.2, 0.2, 0))
#Sun = create_body(0, 695.510, 10, 1, 1, 0)
#Sun.spawn_body()
#Mercury = create_body(57.9, 2.439, 1000, 0.2, 0.2, 0)
#Mercury.spawn_body()
#Mercury.animate_body()
#Venus = create_body(108.2, 6.051, 1000, .5, 0.2, 0)
#Venus.spawn_body()
#Venus.animate_body()
#Earth = create_body(149.6, 6.971, 1000, 0, 0, 1)
#Earth.spawn_body()
#Earth.animate_body()
#Mars = create_body(227.9, 3.389, 1000, 0.6, 0.1, 0)
#Mars.spawn_body()
#Mars.animate_body()
#Jupiter = create_body(778.5, 69.911, 100, 0.9, 0.8, 0.5)
#Jupiter.spawn_body()
#Jupiter.animate_body()
#Saturn = create_body(1433.4, 58.232, 100, 0.8, 0.8, 0.7)
#Saturn.spawn_body()
#Saturn.animate_body()
#Uranus = create_body(2876.6, 25.362, 100, 0.7, 0.8, 1.0)
#Uranus.spawn_body()
#Uranus.animate_body()
#Neptune = create_body(4503.4, 24.622, 100, 0.3, 0.4, 0.7)
#Neptune.spawn_body()
#Neptune.animate_body()
def delete_ui(self):
if maya.window(self.myPlanetarySystem, exists=True):
maya.deleteUI(self.myPlanetarySystem, window=True)
def body(self, distance, radius, bonus_scale, is_sun, r = 0.5, g = 0.5, b = 0.5, *args):
obj = create_body(distance, radius, bonus_scale, r, g, b)
obj.spawn_body()
if not is_sun:
obj.animate_body()
create_ui('myPlanetarySystem')
python-2.7 button scripting python-import maya
as for some background, my code is most likely a complete mess, mostly since I've only had a couple of hours scripting in my life.
For class im creating a solar system with all the standard planets and also the option for the user to input their own planet. Everything worked fine up until i tried letting the user spawn the planets with a button in the UI(an ugly button for now but a button nonetheless). If the user presses a button, say 'Sun', then the sun spawns, but only once, if he then decides to spawn sun again or any other planet for that matter, it gives an error stating that the module doesn't contain 'polycube or polysphere'. So basically, the button works once, then doesn't work anymore. If i call them from anywhere but the button, it works perfectly and indefinitely. I figured since he doesn't know polycube or polysphere, its almost as if i didn't import maya.cmds, so lets try recalling it. and low and behold that works.
So basically my question is as follows, does maya forget its imported libraries when you press a button? and How do i solve this without having to re-import maya.cmds in every function?
import maya.cmds as maya
class create_body:
def __init__(self, distance, radius, bonus_scale, r, g, b):
import maya.cmds as maya
self.radius = radius * bonus_scale / 1000
self.bonusScale = bonus_scale
self.distanceScene = distance
self.distanceMeter = distance*1000000000
maya.polyCube()
self.r = r
self.g = g
self.b = b
def color_body_custom(self):
import maya.cmds as maya
value = maya.colorEditor()
self.color = [float(i) for i in value.split()]
self.r = self.color[0]
self.g = self.color[1]
self.b = self.color[2]
def spawn_body(self):
import maya.cmds as maya
maya.polySphere(r = self.radius)
maya.move(self.distanceScene, moveZ = True)
maya.move(0, 0, 0, ".scalePivot", ".rotatePivot", absolute=True)
maya.polyColorPerVertex(rgb=(self.r,self.g,self.b), colorDisplayOption=True)
def animate_body(self):
import maya.cmds as maya
orbitTimeYears = self.get_orbital_time()*10
key = str(orbitTimeYears) + 'sec'
maya.setKeyframe(v=0, at='rotateY', t=['0sec'], itt = 'spline', ott = 'spline')
maya.setKeyframe(v=-360, at='rotateY', t=[key], itt = 'spline', ott = 'spline')
maya.selectKey(attribute='rotateY')
maya.setInfinity(pri='linear', poi='linear')
def get_orbital_time(self):
import math
orbitMeter = self.distanceMeter * 2 * math.pi
gravConst = 132690600000000000000 / self.distanceMeter
orbitSpeed = math.sqrt(gravConst)
orbitTimeSec = orbitMeter / orbitSpeed
orbitTimeYears = orbitTimeSec / 31556926
return orbitTimeYears
class create_ui:
def __init__(self, window_name):
self.myPlanetarySystem = window_name
# Make sure there's only one window open by deleting the window if it exists
self.delete_ui()
# Create the UI
self.myp = maya.window(self.myPlanetarySystem)
maya.rowColumnLayout(numberOfColumns=3, columnWidth=[(1, 150), (2, 75), (3, 75)], columnOffset=[(1, 'left', 5)])
maya.showWindow()
maya.window(self.myPlanetarySystem, e=True, title='TileGenerator', w=200, h=190)
maya.button(label = 'Sun', command = partial(self.body, 0, 695.510, 10, True, 1, 1, 0))
maya.button(label='Mercury', command = partial(self.body, 57.9, 2.439, 1000, False, 0.2, 0.2, 0))
#Sun = create_body(0, 695.510, 10, 1, 1, 0)
#Sun.spawn_body()
#Mercury = create_body(57.9, 2.439, 1000, 0.2, 0.2, 0)
#Mercury.spawn_body()
#Mercury.animate_body()
#Venus = create_body(108.2, 6.051, 1000, .5, 0.2, 0)
#Venus.spawn_body()
#Venus.animate_body()
#Earth = create_body(149.6, 6.971, 1000, 0, 0, 1)
#Earth.spawn_body()
#Earth.animate_body()
#Mars = create_body(227.9, 3.389, 1000, 0.6, 0.1, 0)
#Mars.spawn_body()
#Mars.animate_body()
#Jupiter = create_body(778.5, 69.911, 100, 0.9, 0.8, 0.5)
#Jupiter.spawn_body()
#Jupiter.animate_body()
#Saturn = create_body(1433.4, 58.232, 100, 0.8, 0.8, 0.7)
#Saturn.spawn_body()
#Saturn.animate_body()
#Uranus = create_body(2876.6, 25.362, 100, 0.7, 0.8, 1.0)
#Uranus.spawn_body()
#Uranus.animate_body()
#Neptune = create_body(4503.4, 24.622, 100, 0.3, 0.4, 0.7)
#Neptune.spawn_body()
#Neptune.animate_body()
def delete_ui(self):
if maya.window(self.myPlanetarySystem, exists=True):
maya.deleteUI(self.myPlanetarySystem, window=True)
def body(self, distance, radius, bonus_scale, is_sun, r = 0.5, g = 0.5, b = 0.5, *args):
obj = create_body(distance, radius, bonus_scale, r, g, b)
obj.spawn_body()
if not is_sun:
obj.animate_body()
create_ui('myPlanetarySystem')
python-2.7 button scripting python-import maya
python-2.7 button scripting python-import maya
edited Mar 8 at 1:33


Green Cell
2,0761929
2,0761929
asked Mar 8 at 0:24


Arnaud HanssensArnaud Hanssens
1
1
Running straight from the script editor this is working fine, though you forgot to import your partial module:from functools import partial
– Green Cell
Mar 8 at 1:36
Ahh yes but not actually, I mean I just forgot to place it here, indeed my code here works but if you delete the instances of the import function after the first one the code no longer works
– Arnaud Hanssens
Mar 8 at 8:40
1
Even after deleting allimport
calls except the top line still works fine. Pressing a button won't magically "erase" imports, as that would be massively broken and honestly make no sense! But yes, good call on switching it tocmds
, using it asmaya
is an odd choice espcially since you can actually runimport maya
.
– Green Cell
Mar 11 at 1:38
I run from pycharm and that was indeed the issue, I've had no further problems
– Arnaud Hanssens
Mar 12 at 9:24
add a comment |
Running straight from the script editor this is working fine, though you forgot to import your partial module:from functools import partial
– Green Cell
Mar 8 at 1:36
Ahh yes but not actually, I mean I just forgot to place it here, indeed my code here works but if you delete the instances of the import function after the first one the code no longer works
– Arnaud Hanssens
Mar 8 at 8:40
1
Even after deleting allimport
calls except the top line still works fine. Pressing a button won't magically "erase" imports, as that would be massively broken and honestly make no sense! But yes, good call on switching it tocmds
, using it asmaya
is an odd choice espcially since you can actually runimport maya
.
– Green Cell
Mar 11 at 1:38
I run from pycharm and that was indeed the issue, I've had no further problems
– Arnaud Hanssens
Mar 12 at 9:24
Running straight from the script editor this is working fine, though you forgot to import your partial module:
from functools import partial
– Green Cell
Mar 8 at 1:36
Running straight from the script editor this is working fine, though you forgot to import your partial module:
from functools import partial
– Green Cell
Mar 8 at 1:36
Ahh yes but not actually, I mean I just forgot to place it here, indeed my code here works but if you delete the instances of the import function after the first one the code no longer works
– Arnaud Hanssens
Mar 8 at 8:40
Ahh yes but not actually, I mean I just forgot to place it here, indeed my code here works but if you delete the instances of the import function after the first one the code no longer works
– Arnaud Hanssens
Mar 8 at 8:40
1
1
Even after deleting all
import
calls except the top line still works fine. Pressing a button won't magically "erase" imports, as that would be massively broken and honestly make no sense! But yes, good call on switching it to cmds
, using it as maya
is an odd choice espcially since you can actually run import maya
.– Green Cell
Mar 11 at 1:38
Even after deleting all
import
calls except the top line still works fine. Pressing a button won't magically "erase" imports, as that would be massively broken and honestly make no sense! But yes, good call on switching it to cmds
, using it as maya
is an odd choice espcially since you can actually run import maya
.– Green Cell
Mar 11 at 1:38
I run from pycharm and that was indeed the issue, I've had no further problems
– Arnaud Hanssens
Mar 12 at 9:24
I run from pycharm and that was indeed the issue, I've had no further problems
– Arnaud Hanssens
Mar 12 at 9:24
add a comment |
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Answer: apparently importing my maya.cmds in the shorter version: maya conflicted with the program, i should've seen this coming. In other words, there's no more issues if I just import maya.cmds as cmds.
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Answer: apparently importing my maya.cmds in the shorter version: maya conflicted with the program, i should've seen this coming. In other words, there's no more issues if I just import maya.cmds as cmds.
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Answer: apparently importing my maya.cmds in the shorter version: maya conflicted with the program, i should've seen this coming. In other words, there's no more issues if I just import maya.cmds as cmds.
add a comment |
Answer: apparently importing my maya.cmds in the shorter version: maya conflicted with the program, i should've seen this coming. In other words, there's no more issues if I just import maya.cmds as cmds.
Answer: apparently importing my maya.cmds in the shorter version: maya conflicted with the program, i should've seen this coming. In other words, there's no more issues if I just import maya.cmds as cmds.
answered Mar 8 at 9:18


Arnaud HanssensArnaud Hanssens
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Running straight from the script editor this is working fine, though you forgot to import your partial module:
from functools import partial
– Green Cell
Mar 8 at 1:36
Ahh yes but not actually, I mean I just forgot to place it here, indeed my code here works but if you delete the instances of the import function after the first one the code no longer works
– Arnaud Hanssens
Mar 8 at 8:40
1
Even after deleting all
import
calls except the top line still works fine. Pressing a button won't magically "erase" imports, as that would be massively broken and honestly make no sense! But yes, good call on switching it tocmds
, using it asmaya
is an odd choice espcially since you can actually runimport maya
.– Green Cell
Mar 11 at 1:38
I run from pycharm and that was indeed the issue, I've had no further problems
– Arnaud Hanssens
Mar 12 at 9:24