Maya fatal error. attempting to save

maya fatal error. attempting to save

The crash is coming from use of a function set when the MObject it's managing is pointing to a node I've just deleted. Attempting to save in. Something's corrupted. Theres a couple of things you can try. Run "Optimise Scene" from the File. This gets rid of all the unnecessary nodes and. Had to delete the directory from /Applications/Autodesk/mayausd to be able to launch Maya again. Fatal error when loading from Plug-in Manager.

Maya fatal error. attempting to save - яблочко

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Maya

Issue:

When launching or closing Maya or Maya LT the splash screen appears, turns white and then crashes with a Fatal Error message:

 

Maya

Fatal Error. Attempting to save in foldername
 

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Causes:

Crashes that generate a white or blue screen are generally a sign of uncertified or out-of-date hardware or hardware drivers.  This could also be caused by OpenCL.

Solution:

Check the following in order to ensure proper compatibility with Maya:
  1. The graphics card installed on the machine is listed on the Maya Certified Hardware page.
  2. The graphics card driver is updated to the most recent driver version.
Note: If what is installed is not listed, it is possible that the GPU is not able to run the application.
  1. Disable OpenCL by adding MAYA_DISABLE_OPENCL=1 in the maya.env file
After ensuring compatibility, try these solutions in order and test running Maya after each one:

Products:

Maya; Maya Entertainment Creation Suite; Maya LT;
Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i

Fatal Error Attempting to save in (problem with fur)

Hello! I had some problems with my maya 2014 yesterdey, most of then I could solve but still have one damn problem that insists in give me touble.

So frist things first: Firstly I tried to render a big and complex scene with a large amount of objects with 4k and up textures and it failed: Fatal Error Attempting to save in...
After some research I found that with this same scene if I only delete the fur grass I was able to render so my problem is with fur, I Tried Googling but I found nothig, I tryed Autodesk Costumer Support but I discovered that autodek has changed its website and I just could not find the contact of costumer support there. So I'm trying here. Any Ideas?

Thx

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Maya fatal error. attempting to save - agree, useful

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Fatal Error. Attempting to save in C:/Users/eamon/AppData/Local/Temp/eamon.20211201.1855.ma

Autodesk has everyone thinking that this crap is normal. It’s not, except in Maya, and other trash softwares. Its bugs, instability and hafl-assed implementations of plugins are 99% cross-platform, I’ve seen them on all operating systems in multiple configurations for almost 15 years. Everyone and every studio makes their own scripts, debugs / updates them with new releases, to work-around the crummy 1990’s gui and workflows… doing AD’s work for them - it’s “The Emperor’s New Clothes” all over again. And what do we get for our efforts… ? That’s right - a mandatory subscription model.

Think it’s normal for hotkeys to not-work when the cursor is in a text field? Nope, it works in other app - just not Maya. Think it’s normal to have to write a script to change one attr on a dozen objects / lights at once? Nope, only for Maya. Multi-select attribute changes have been the norm for a decade, everywhere else. Think it’s normal to have to worry about names, and fuck around with - or get screwed by - namespaces, and have names longer than 2 monitors are wide? No. Only in this piece-of-shit Maya. Everyone else uses Unique Identifier numbers. AD was the last to add them to Maya - but it does not use them. They’re only there so that a programmer can do their fucking work for them. Normal to have decades-old destructive bugs? No. Normal to have several light types that don’t support textures? No. Normal to have to ‘delete your preferences’? Yea… 15yrs ago. Everyone else left that trash behind. Normal to have 2 file types, and then randomly switch btwn what it wants to save as? No. This randomness shows up all through the app, it’s caused by ancient, sloppy code. Normal for you to designate which camera to render through, but constantly get a render through a different camera? No. In any other industry this is called BS.

If your scene files are not big, give Auto-save a try. I’ll open your scene as soon as I get a chance


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[Maya-Python] Crash when using MFnDependencyNode on a deleted MObject

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Marcus Ottosson

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Jan 3, 2018, 1:43:26 PM1/3/18

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Hi all,

I’m trying to figure out convert a crash into an exception.

The crash is coming from use of a function set when the MObject it’s managing is pointing to a node I’ve just deleted. Here’s the shortest I could make of it (Maya 2018).

Which throws this..

The fact that it crashes isn’t a problem, it makes sense. But what I’d like to try and do is instead of having it crash raise an exception.

I went for at first, but that seems to always return .

Any ideas?

Best,
Marcus

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Paul Molodowitch

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Jan 3, 2018, 9:41:24 PM1/3/18

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Try using MObjectHandle.  Unfortunately, I believe (though haven't confirmed) that this means you will have to get an MObjectHandle for your MObject at some point before it is deleted... but this is probably a good idea, anyway, as MObjectHandles are intended to be used for any situation in which you need to hold onto objects "longer term" and / or they might be deleted.

Once you have an MObjectHandle, you can try using it's isValid() or isAlive() methods. Hopefully those will give you what you need. 


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Marcus Ottosson

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Jan 3, 2018, 9:50:55 PM1/3/18

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Thanks a bunch Paul, trying this next.

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Paul Molodowitch

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Jan 3, 2018, 9:57:23 PM1/3/18

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For clarification - I think you actually want "isValid()", not "isAlive()" in this scenario. The distinction, as far as I understand, is:

isValid(): is the mobject part of the maya scene

isAlive(): is the mobject c++ entity still alive / not deleted (in a c++ sense)

The example given in the documentation to help distinguish them is that if an object is deleted, but undo is on, then the mobject will still be kept around, so the object may be re-added to the scene quickly if you redo... however, it is unlinked from the scene graph.

As for the distinction between MObjectHandle.isAlive() and MObject.isNull() - my guess is that either:

a) the underlying c++-object an MObject refers to can be deleted out from under it, but the MObject does not actually get notified if this happens - that is, the MObject wraps a "dumb" c++-pointer.

b) an MObject will PREVENT the underlying c++ mobject from ever being truly deleted - ie, it's wrapping a c++-reference-counted pointer.  (Note - if this is the case, then what I said before about not being able to cast to an MObjectHandle after the MObject is deleted is wrong. And now that I think about it, I'm guessing this is more likely the way it's implemented.)

In either case, MObject.isNull() will only return true if the MObject is ever explicitly set to null - ie, you use the default constructor, or assign it equal to function that returns a null MObject to indicate failure, etc.

The MObjectHandle, on the other hand, is essentially just a weakref.

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Rémi Deletrain

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Jan 4, 2018, 1:51:49 PM1/4/18

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Hi all,

I trying too to delete a node. But I have a crash on doIt of MDGModifier

From what I read here, the reason would come from the management of pointers...

But I don't know how to fix that or convert to exception.

My process create many nodes. When I want to delete root of one of them maya have brutal crash

Here is my code:

I Use MObjectHandle and my node is valid and alive. I have a same problem on removeAttribute of MFnDependencyNode.

I try to set undo to false. When undo is false delete node works as long as outliner is not opened. When I open outliner maya crash...

You have any solution ?

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Paul Molodowitch

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Jan 4, 2018, 10:25:16 PM1/4/18

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Looks like you’ve just uncovered a bug in maya. I say this because if I comment out the “del mdg_mod” line:

…then it no longer crashes… however, the viewport still displays the now-deleted cube(s), even though they don’t exist in the outliner / scene / etc. Clearly a bug - the viewport is still keeping around references to deleted objects somehow. (Tested with 2018.1, don’t have a copy of 2018.2 yet.)

Not much to do other than submit a bug report to autodesk about it.

Also - if possible, please try to include independently-executable code samples when you’re looking for help troubleshooting. It makes it much more likely you’ll get help… frequently, if I see something like “self.a_roots” in a code snippet, I won’t even bother trying to troubleshoot.

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Jan 4, 2018, 10:33:58 PM1/4/18

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Not sure about what maya does internally, but as a workaround (and maybe as the only solution), you can make sure to delete all the children before deleting the parent ?


from maya.api import OpenMaya as om

# create
fn = om.MFnDagNode()
hroots = []
for i in xrange(2):
oroot = fn.create("transform")
hroot = om.MObjectHandle(oroot)
hroots.append(hroot)
fnChild = om.MFnDagNode()
for j in xrange(2):
ochild = fnChild.create("transform")
fn.addChild(ochild)

# delete
mdg_mod = om.MDGModifier()
for moh_node in hroots:
if not moh_node.isValid():
continue
fnRoot = om.MFnDagNode(moh_node.object())
# make sure the children are removed prior to deletion
for j in xrange(fnRoot.childCount()):
fnRoot.removeChildAt(0)
mdg_mod.deleteNode(moh_node.object())
mdg_mod.doIt()
del mdg_mod


It looks like as soon as maya looses the target of a pointer, it crashes, like to avoid the memory leak (yay ^^) ? But by deleting the children first, you make sure nothing is left behind \o/
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Marcus Ottosson

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Jan 4, 2018, 11:09:24 PM1/4/18

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I don't think it's a bug. I originally deleted the modifier because it would otherwise maintain reference to the mobject, presumably for undo. Normally the modifier is created and destroyed in the same scope, which implicitly deletes it once exiting that scope.

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Rémi Deletrain

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Jan 5, 2018, 12:06:14 PM1/5/18

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Thanks for all reply !!!

Elrond79:

It's not possible to show my code because I experiment a new automatic rig. It's not I don't want to show my code but I have lot of file and is not possible to post all here...

I'll try to do some code to show when maya crash but I do not promise that I will get there with all my code...

For make short:

I have a Template class. This class have a possibility to read json file for create hierarchy of node with attribute, position and other....

I have an other class for create node from template. Skeleton, other herarchy. This class can be use for transform object, cut object, etc. (Builder / Cutter)

and after I have Rig classes for create all rig possibilities.

All api argument pasted between all class is MObjectHandle. No MObject, MFnDagNode, MFnDependencyNode and other maya api classes.

I work on maya 2014. I try on maya 2018 for next prod just make shure code works too but my priority is maya 2014 for this moment.

I d'ont try with API 2.0 because all code is make with API 1.0 in my studio. May be if I have a time I transform all code in API 2.0... But is not a priority...

On maya 2014 and 2018 I have a same problem and "del mdg_mod" don't crash maya on my computer.

VTou:

I try this morning. Thanks !

Any one have a same problem on deleteAttribute of MFnDependencyNode ?

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Marcus Ottosson

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Jan 5, 2018, 1:08:38 PM1/5/18

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I managed to use to avoid a crash successfully.

Testing this in production next.

It’s not possible to show my code because I experiment a new automatic rig. It’s not I don’t want to show my code but I have lot of file and is not possible to post all here…
I’ll try to do some code to show when maya crash but I do not promise that I will get there with all my code…

There’s no need to post all of your code, the trick is providing a short reproduction of the problem, such that we can run it ourselves. The fact that you’re reading a JSON and are making a rig etc. is likely not related to the problem and can be left out. The code snippet I provided (for example) isn’t actually part of anything I use in production, but rather is a condensed version highlighting the problem. Solving this condensed problem solves the problem in my production code.

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Rémi Deletrain

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Jan 5, 2018, 1:41:00 PM1/5/18

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Thanks for your reply Marcus,
For create my template object I use many recursive function un many files. It's very dfficult to isolate code for reproduce a little exemple. I try to make this today.

I think a found a solution.

I replace MDGModifier by MDagModifier and now delete don't crash.

MDagModifier could use a MDagPath for retrieve MObject ?

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Marcus Ottosson

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Jan 5, 2018, 1:48:05 PM1/5/18

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Missed to include a key highlight, the returns before , suggesting that it isn’t deleted internally until the modifier has been garbage collected.

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I was in the process of modelling a 3D ring and while trying to clean up the mesh, the file crashed. I had tried to open the crash file but I got the same error. NOOOoooooooo x'(

In desperation, I posted to the Maya community forum to try and get some answers, but decided to keep trying things until I got any help. And I am SO GLAD I didn’t give up, because after 45mins, I had fixed the problem myself ^_^

I had remembered having the same problem at university and one of my tutors had a way of recovering files using TextEdit (on Mac, WordPad on Windows). So glad he showed me this trick, otherwise I would have lost A LOT of work, phew!

Check out the solution on the forum link below!

https://forums.autodesk.com/t5/maya-forum/fatal-error-attempting-to-save-maya-2019-on-mac/m-p/8825507/thread-id/72721/highlight/false#M72723

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