On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad <rudiham...@gmail.com> wrote:

> 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?
>

Hey Rudi, Since I don't have a WIndows Maya development environment, I can
only try and guess at the solutions. But it might help you in the meantime,
until another Windows user chimes in.

This error looks like it is failing to find the FineMaya.cmake extension
module that was provided by Chad's repo. The idea here with cmake is that
it is a build system generator, which supports extension modules to do
reusable custom tasks, and in this case, to find Maya's development env.
The README in Chad's project is suggesting a way to structure your own
project and the contents of the CMakeLists files, and to ensure that you
have the FindMaya.cmake file in the right spot.

https://github.com/chadmv/cgcmake/blob/master/README.md?plain=1#L34
These lines in the root CMakeLists are setting the tools dir to be relative
to the current source directory processed by cmake (./cgcmake/modules),
so it assumes you have this existing path:
./cgcmake/modules/FindMaya.cmake
Can you confirm that you have this module file in the correct location in
your own project?

It will load the FindMaya.cmake because of this:
https://github.com/chadmv/cgcmake/blob/master/README.md?plain=1#L48

Once you get past that part of cmake finding the module, then it will try
to determine the location of your Maya installation:
https://github.com/chadmv/cgcmake/blob/master/modules/FindMaya.cmake#L54

And you can see what aspects of the Maya installation it expects to find
(includes and devkit):
https://github.com/chadmv/cgcmake/blob/master/modules/FindMaya.cmake#L86

Hope that unblocks you.


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