So I followed Chad Vernom's cmake tutorials on youtube. First I wrote a 
everything as he did, and when it came do the build from the command promp 
I got an error related to maya path or something, so I thought
F###k that, I'll just copy his repo from github, since I barely understand 
CMake syntax and I might have done plenty of errors.
Anyway, after copying his repo and rebuilding I get the error

-----------------------------------------------------------------------------------------------------------------
 

Could not find a package configuration file provided by "Maya" with any of
  the following names:

    MayaConfig.cmake
    maya-config.cmake

  Add the installation prefix of "Maya" to CMAKE_PREFIX_PATH or set
  "Maya_DIR" to a directory containing one of the above files.  If "Maya"
  provides a separate development package or SDK, be sure it has been
  installed.
-----------------------------------------------------------------------------------------------------------------

Since I am not familiar at all with CMake I have no idea what to do with 
this. According to the error it says " If "Maya"  provides a separate 
development package or SDK, be sure it has been installed. "
So should I install maya's devkit separetly or somehing? I so, how to 
"install it"? Should I copy paste all folder of "dekitBase" in maya? Do I 
even need the SDK? 

Anyway, I am completly lost here. 

Thanks,
R


El jueves, 14 de octubre de 2021 a las 23:01:30 UTC+2, Mahmoodreza Aarabi 
escribió:

> Good point Chad
>
> On Thu, Oct 14, 2021 at 1:44 PM Chad Vernon <chadv...@gmail.com> wrote:
>
>> I've used Jenkins CI in the past to build plugins for multiple versions 
>> of Maya on all 3 platforms. You have to have access to all three platforms 
>> on the same network. I used CMake to set up the build environment for each 
>> platform/maya version.
>>
>> Also while you can often use a different Visual Studio version than what 
>> Maya was compiled with, you may sometimes see irregularities, like 
>> difficulties running through a debugger.
>>
>> On Thursday, October 14, 2021 at 9:31:40 AM UTC-7 Rudi Hammad wrote:
>>
>>> found this on youtube by chad vernom! 
>>> https://www.youtube.com/watch?v=2mUOt_F2ywo&t=0s
>>>
>>>
>>> El jueves, 14 de octubre de 2021 a las 11:38:17 UTC+2, Rudi Hammad 
>>> escribió:
>>>
>>>> hello,
>>>>
>>>> Not sure if I am understanding correctly. I only know how to setup VS 
>>>> for one maya version. What I do is a set the directories in the properties 
>>>> the the corresponding maya verstion path.
>>>> So what I would do to compile for each is manually change every time 
>>>> the path, which I am sure is not how to do it.
>>>> I would like to get this right first and then I'll check the replies 
>>>> about other platforms.
>>>>
>>>> R
>>>>
>>>> El miércoles, 13 de octubre de 2021 a las 23:15:13 UTC+2, Marcus 
>>>> Ottosson escribió:
>>>>
>>>>> 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 <rudih...@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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>>>>>>  
>>>>>> <https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com?utm_medium=email&utm_source=footer>
>>>>>> .
>>>>>>
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> To view this discussion on the web visit 
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>>  
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>>
>
>
> -- 
>
>
> ---------------------
> *--= Reza Aarabi =--*
> *https://madoodia.com <https://madoodia.com>*
>

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