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Eye_rigger or pymel issue 2020


I can’t seem to get the eye rigger to work when using manual vertex corners in 2020.1 mgear 3.5.1. It seems to be a pymel issue, but I’m not sure if it’s just me. I’ve checked a couple of machines in the studio with clean maya/mgear installs.

I get an error:

// Error: root : Uncaught exception
Traceback (most recent call last):
File “C:\Users\conrad\Documents\maya\mgear\mgear_3.5.1\scripts\mgear\rigbits\facial_rigger\”, line 1280, in build_rig
File “C:\Users\conrad\Documents\maya\mgear\mgear_3.5.1\scripts\mgear\rigbits\facial_rigger\”, line 147, in rig
npw = normalPos.getPosition(space=‘world’)
File “c:\Program Files\Autodesk\Maya2020\Python\lib\site-packages\pymel\core\”, line 3167, in getattr
raise AttributeError, “%r has no attribute or method named ‘%s’” % (self, attr)
AttributeError: Attribute(u’body_geoShape.pnts[3088]’) has no attribute or method named ‘getPosition’ //

I’ve tracked it down to the getPosition method for the MeshVertex class? Forgive my lack of pymel.
With a simple polyCube in scene, this snippet extracted from returns a vtx position for me in 2018.5, but throws an error in 2020.1

import pymel.core as pm
extCorner = ‘pCube1.vtx[5]’
normalPos = pm.PyNode(extCorner)
npw = normalPos.getPosition(space=‘world’)#normalPos.connectedEdges()#
print npw


[0.5, 0.5, -0.5]


Error: MayaAttributeError: file c:\Program Files\Autodesk\Maya2020\Python\lib\site-packages\pymel\core\ line 2443: Maya Attribute does not exist (or is not unique):: u’pCube1.vtx[5]’ #

Anyone else run into this issue? I’ve thought about rejigging the eye_rigger to replace the pymel .getPosition with cmds.pointPosition


Hello @randomdudeguy I will check this issue. thanks for reporting it

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ah just made a post about the same issue
also selecting the corners in the ui doesnt work.

i will delete my post

Hey @Miquel I tested in maya 2020.0 today, and found the problem is no longer there.

I also found this post on the maya forum which seems relevant:

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@randomdudeguy thanks again for the heads up. I hope this is fixed in the next Maya release

Just following up, the bug has been fixed in update 2020.2.