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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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MtoA 3 corrupting PYTHONPATH

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Message 1 of 8
mail
465 Views, 7 Replies

MtoA 3 corrupting PYTHONPATH

I'm assuming we can't just run MtoA 3 on Maya2018.2?

When I do a manual install, it's corrupting my pythonpath env var. and then on loading Maya I get these errors :

// Error: moduleInfo -d -mn "*²_ëÖ½–f¿¢"BYžÁ)q©å!1¹¸Í#³<ƒ£\üƒ}£í=Ì<a8É}‚“¢"; // // Error: Line 1.33: Syntax error // // Error: moduleInfo -d -mn "546HGIYXZLKM"$%€ // // Error: Line 1.32: Unterminated string. //

Do I need to wait till 2018.3 or have I made some mistake on configuring the update?

Patrick Macdonald
Lighting TD
http://patrick.reformstudios.com

Developer of Mission Control , the spreadsheet editor for 3ds Max
http://mcontrol.reformstudios.com
7 REPLIES 7
Message 2 of 8
Stephen.Blair
in reply to: mail

MtoA doesn't set PYTHONPATH. Maya reads the module file and based on that, sets the environment variables.

Does MtoA not load?

I'm running MtoA 3 in Maya 2018.2. On Windows.



// Stephen Blair
// Arnold Renderer Support
Message 3 of 8
mail
in reply to: mail

Hi @Stephen Blair,

Thanks for confirming that you got it working! At least that points to a problem with my config rather than some clash between the built-in arnold of maya 2018.2 and my install of MtoA3.

MtoA does load, but it appears to drop a very strange bunch of characters in to my Pythonpath. This causes other plugins to fail.

I've setup the MtoA module file just the same as our previous MtoA 2 file which works, but with MtoA 3, I'm getting this strange garbled path being inserted into PYTHONPATH.

One thing that might be causing the problem is that I am launching Maya from Shotgun. I tried doing a standard install of Arnold and launched Maya normally outside Shotgun, and Arnold worked! So... it's clear that the problem is either my manually configured env vars, or the way that Shotgun is firing up Maya.

Are you running Maya from Shotgun?

Patrick Macdonald
Lighting TD
http://patrick.reformstudios.com

Developer of Mission Control , the spreadsheet editor for 3ds Max
http://mcontrol.reformstudios.com
Message 4 of 8
mail
in reply to: mail

I came across this post :

https://forums.autodesk.com/t5/installation-licensing/maya-script-path-parser-error/td-p/4248137

It sounds just like the symptoms I am experiencing, except I don't have any odd characters in my path...

\\pixstor\data\vfx\dev\release\arnold\maya\2018\MtoA3

I also tried escaping the slashes, and reversing them. No dice.

What I did eventually figure out was that having multiple paths defined in my MAYA_MODULE_PATH was the cause of the problem.

Is this a bug in Arnold? I thought we could assign multiple paths to MAYA_MODULE_PATH (eg to install multiple plugins).

Patrick Macdonald
Lighting TD
http://patrick.reformstudios.com

Developer of Mission Control , the spreadsheet editor for 3ds Max
http://mcontrol.reformstudios.com
Message 5 of 8
Stephen.Blair
in reply to: mail

It's not a bug in Arnold (the renderer is completely independent of the host software). MtoA itself doesn't touch MAYA_MODULE_PATH.



// Stephen Blair
// Arnold Renderer Support
Message 6 of 8
Stephen.Blair
in reply to: mail

Most likely you have binary files in the a module folder.

For mtoa, remove Uninstall.exe, top.bmp, and left.bmp



// Stephen Blair
// Arnold Renderer Support
Message 7 of 8
Tom_Feist-Wilson
in reply to: mail

I've run into what appears to be the same issue. I've managed to isolate it down to the maya module located here: C:\solidangle\mtoadeploy\2018\mtoa.mod

We had the directory for this .mod file being added to the MAYA_MODULE_PATH in our Maya.env file.

Having commented out the line that adds the path to the MAYA_MODULE_PATH it resolved the issue, and we still seem to be able to load Arnold without errors or issues.

Hopefully this helps others diagnose and get to a solution quickly in the future.

Message 8 of 8

Ah, interesting. Thanks for the extra info. I'll have to check that out and see what we have.

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