Hey chad - I'm actually currently working on an update to pymel which
addresses these issues - should be out on github in the next day or two.

A couple questions:

a) What version of maya are you using?
b) Are you using a "custom" pymel install (pulling from our github repo),
or are you using the version built into maya?
c) If you're just using the default maya install of pymel, is there any
possibility of installing / using a version pulled from github?

In the meantime, you can try monkey-patching
pymel.core._addPluginNode(pluginName, mayaType) so that it does nothing...
Should definitely only  be used a temporary fix though - it will mean that
any new nodes from your plugin will just be treated as a 'DependNode' - and
can create some strange situations where doing:

objectType('myCustomTransform1', isAType='transform')


will return different results than:

isinstance(pm.PyNode('myCustomTransform'), pm.nt.Transform)


For some background:

When a plugin loaded, pymel needs to check if that plugin provides any new
node types, and if so, query some basic information about the nodes, so it
knows how to create a new PyNode class to wrap it.  Prior to maya2012, the
only way to get inheritance information about a node type was by actually
creating an instance of that node... so it was a dirty little secret that
pymel actually created and then destroyed instances of those nodes just so
it could query inheritance.
This was obviously not a great solution, though, so we got Autodesk to
include OpenMaya.MNodeClass / cmds.nodeType(isTypeName) in 2012, so now we
can get the information we need without needing to actually create nodes.
However, it seems there were some holes that's causing these ghost nodes to
still being created, so I'm looking to patch these up.

- Paul

On Wed, Oct 10, 2012 at 4:44 PM, Chad Vernon <[email protected]> wrote:

> It looks like Pymel has some callbacks that monitor plug-in loading.  Is
> there a way to disable this as it conflicts with some of our plug-ins and
> is causing our scenes to crash.
>
> Thanks,
> Chad
>
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