![]() I have work on our mod map, but some days if i start a random i3d or would like start the map i3d the Editor go off? what can i check? But at the beginning from 9.0.2 i have no problems. no info in the log.txt except for that the i3d was opened, after that nothing and crash to windows. now everytime i try to reopen that i3d GE crashes. GE 9.0.2 crashed while i was editing an i3d. Jeg har samme problem med Windows 11 jeg kan starte Giant Editor op men når man så vil hente et mods ind lukker Giant Editor ned I open my Giants Editor and import a map she crashes. Hello, I also have the same problem, I have been working on my map and when I want to test it in the game it stays loading at 95%, and even with the previous version of the map it does not load and before yes, Can't get any help anywhere and trying to get his resolved. Print "doing something and_so_fourth(self):Has anyone had any issues with Giants Editor crashing when opening a map? Everymap I've tried the program crashes. # Start long code here and update progress bar as needed in a still active UI. # Connect buttons in the UI to trigger a method inside the worker which should run in a thread # Move worker object into thread (This creates an automatic queue if multiples of the same worker are called) # Scans all window objects and if one is open with the same name as this tool then close it so we don't have two open. Import mainWindow # Main window just grabs the Maya main window and returns the object to use as parent. The solution is to declare myTool: myTool = None You indicate that you want to modify myTool but you have not declared it, so global myTool will not work by making myTool a local variable to be deleted. You must use the decorator in the methods that are executed in another thread. You should not modify the GUI from another thread, in your case you have modified the progressBar from another thread, in Qt you must use signals. Thread is a local variable that is deleted when the constructor is finished executing causing what is executed to be done in the main thread which is not desired, the solution is to extend the life cycle and for this there are several solutions: 1) make class attribute, 2) pass a parent to the cycle of life they are managed by the parent. I'm expecting the UI to stay active (not locked up) and the threads to be running Maya cmds without crashing Maya entirely while updating the UIs progress bars.įrom what I see it has the following errors: #A Button inside Maya will import this code and run the 'launch' function to setup the tool Print "and so fourth, all in the new thread in a queue of which method was called first!" ![]() #Start long code here and update progress bar as needed in a still active UI. #super(Worker)._init_() #This works to open the window but still gets an error '# TypeError: super() takes at least 1 argument (0 given)' Super(Worker, self)._init_() #This will immediately crash Maya on tool launch #Connect buttons in the UI to trigger a method inside the worker which should run in a thread ![]() #Move worker object into thread (This creates an automatic queue if multiples of the same worker are called) #Scans all window objects and if one is open with the same name as this tool then close it so we don't have two open. Import mainWindow #Main window just grabs the Maya main window and returns the object to use as parent.ĭef _init_(self, parent=mainWindow.getMayaMainWindow()): Examples I have followed are here and here import maya.cmds as cmdsįrom PySide2 import QtWidgets, QtCore, QtGui, QtUiTools I have read a few examples from StackOverflow but my code is crashing every second time I run it. The reason for doing this is so I can run Maya.cmds without hanging/freezing the UI while updating the UI with progress bars, etc. ![]() I have a UI that I am wanting to use threading with inside of Maya. ![]()
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