btw, in windows you don't have to use Visual Studio, you can use Visual
Studio build file that is `cl.exe`
in linux you should use `gcc`
and in mac you can use `clang`

cl, gcc and clang are C++ Compilers




On Wed, Oct 13, 2021 at 2:26 PM Reza Aarabi <madoo...@gmail.com> wrote:

> as Marcus said
> You can not compile the plugin for mac from windows
> but you can create a build system with CMake that be compatible with all
> Operating Systems
> then you should go to the target OS and run the cmake file, and build the
> related plugin
> windows: mll
> linux: so
> mac: bundle (not sure)
>
> but you have to have Maya(version> SDK  to build and compile your plugin
> against it in your target OS
>
>
>
> On Wed, Oct 13, 2021 at 2:15 PM Marcus Ottosson <konstrukt...@gmail.com>
> wrote:
>
>> Yes, that's not an issue. The version of Maya you build for is determined
>> by the SDK you use, e.g. the Maya 2020 SDK for Maya 2020 plug-ins. The only
>> thing to bear in mind is that the compiler version needs to match the Maya
>> compiler version, so VS 2015 or 2019 for Maya 2018-2022. You can't build
>> for Mac with VS.
>>
>> On Sun, 10 Oct 2021 at 11:47, Rudi Hammad <rudiham...@gmail.com> wrote:
>>
>>> hello,
>>>
>>> the title of the thread sums it up really.
>>> I wonder if there is an easy way to compile the plugins for multiple
>>> maya's and platforms(windows and mac mainly) at once with visual studio.
>>> I couldn't find much info googling, or maybe a missed it.
>>>
>>> thanks,
>>>
>>> R
>>>
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>
>
> --
>
>
> ---------------------
> *--= Reza Aarabi =--*
> *https://madoodia.com <https://madoodia.com>*
>


-- 


---------------------
*--= Reza Aarabi =--*
*https://madoodia.com <https://madoodia.com>*

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