I really appreciate the help, thank you. After running through that list, it looks like the plugin is loaded, but I’m just not getting the menu, so I can open scenes with rigs, but can’t do any actual rigging tasks. Is there a script I can run to force load that menu?
I do see the mgear solvers plugin and it’s loaded.
-when I run “import mgear” nothing happens, and I get no error in the script editor.
-I downloaded the “SpiderVerseRig_v2” rig and that seems to work just fine. No collapsing.
-I do not see the “mgear” menu in the top of Maya.
I don’t see any errors on startup that seem to relate to mGear, but here’s what the script editor pops up with on launching Maya:
// untitled //
commandPort -securityWarning -name commandportDefault;
onSetCurrentLayout “Maya Classic”;
// AbcImport v1.0 using Alembic 1.7.5 (built Feb 6 2018 18:28:08)
// AbcExport v1.0 using Alembic 1.7.5 (built Feb 6 2018 18:28:08)
// Warning: file: C:\Users\Joe Daniels\Documents\maya\2020\prefs\filePathEditorRegistryPrefs.mel line 4: filePathEditor: Attribute ‘aiImage.filename’ is invalid or is not designated ‘usedAsFilename’. //
// Warning: file: C:\Users\Joe Daniels\Documents\maya\2020\prefs\filePathEditorRegistryPrefs.mel line 5: filePathEditor: Attribute ‘aiPhotometricLight.aiFilename’ is invalid or is not designated ‘usedAsFilename’. //
// Warning: file: C:\Users\Joe Daniels\Documents\maya\2020\prefs\filePathEditorRegistryPrefs.mel line 7: filePathEditor: Attribute ‘aiVolume.filename’ is invalid or is not designated ‘usedAsFilename’. //
// Warning: file: C:\Users\Joe Daniels\Documents\maya\2020\prefs\filePathEditorRegistryPrefs.mel line 9: filePathEditor: Attribute ‘dx11Shader.shader’ is invalid or is not designated ‘usedAsFilename’. //
// Warning: line 1: filePathEditor: Attribute ‘aiVolume.filename’ and label ‘VDB’ have been saved already. //
// Warning: line 1: filePathEditor: Attribute ‘aiImage.filename’ and label ‘Image’ have been saved already. //
// Warning: line 1: filePathEditor: Attribute ‘aiPhotometricLight.aiFilename’ and label ‘IES’ have been saved already. //
// Successfully imported python module ‘arnold’
// Successfully imported python module ‘mtoa’
// Successfully registered renderer ‘arnold’
// Warning: file: C:/Program Files/Autodesk/Maya2020/scripts/startup/autoLoadPlugin.mel line 35: Loading plug-in “mtoa” has resulted in changes to the scene that may need to be saved. //
-Here’s my full prefs path:
And after running that script here was the printed result:
-Yes, by my environment file I was referring to the Maya.env in the 2020 prefs folder listed above
I’m not declaring any other module locations in my environment folder. I do have a custom environment file for work plugins and directories, but even when I do this process with clean prefs and a blank environment file I still have issues getting the “mgear” tool menu to load. Here’s what is in my custom environment file, though:
MAYA_MODULE_PATH = $MAYA_APP_DIR\2020\modules;
MAYA_PLUG_IN_PATH = C:\Perforce\Tools\shared\maya\plugins;$MAYA_APP_DIR/2020/scripts;
MAYA_SHELF_PATH = C:\Perforce\Tools\shared\maya\shelves;C:\Perforce\Tools\potter\Shelves;
MAYA_SCRIPT_PATH = C:\Perforce\Tools\shared\maya\scripts\mel;C:\Perforce\Tools\potter;C:\Perforce\Potter\Art\3D\Setup\scripts\mel;
PYTHONPATH = C:\Perforce\Tools\potter;C:\Perforce\Tools\shared\maya\scripts\python;C:\Perforce\Potter\Art\3D\Setup\scripts\python;
XBMLANGPATH = C:\Perforce\Tools\shared\maya\images;C:\Perforce\Potter\Art\3D\images;$MAYA_APP_DIR/2020/prefs/icons/morphy;$MAYA_APP_DIR/2020/prefs/icons/Anim;$MAYA_APP_DIR/2020/prefs/icons/JoesIcons;$MAYA_APP_DIR/2020/prefs/icons/SFN;MAYA_PLUG_IN_PATH = $MAYA_APP_DIR/2020/scripts;$MAYA_APP_DIR/2020/prefs/icons/wiz_icons;$MAYA_APP_DIR/2020/prefs/icons/wiz_icons;
PYMEL_SKIP_MEL_INIT = 1;
I put it in my downloads folder and changed the modules path to match as suggested. The plugins show up and are loaded, just like they were when it was in my modules folder, but I still get no “mgear” menu.