Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
jesus yep, that was itI definitely need new glasses.  Thanks.
The plugin compiled alright.

So now I guess I will have to install a virtual machine on windows to 
emulate mac and run this same code to compile for that platform.


El viernes, 5 de mayo de 2023 a las 13:02:44 UTC+2, Justin Israel escribió:

> I just noticed something from your first email. Your screenshot shows that 
> your directory is named "cgmake" but you are setting your module path as if 
> it were called "cgcmake" (like Chad's original repo). Is that the cause of 
> this whole problem? If so, then you should fix the dir name (or the module 
> path you are setting) and go back to using
> find_package(Maya REQUIRED) 
> It should discover FindMaya.cmake if your module path matches what really 
> exists on disk. 
>
> On Fri, 5 May 2023, 10:50 pm Rudi Hammad,  wrote:
>
>> I switched because apparently I can't read properly...my bad. Now I am 
>> using this:
>> set(CMAKE_FIND_DEBUG_MODE TRUE)
>> find_package("Maya")
>> set(CMAKE_FIND_DEBUG_MODE FALSE)
>>
>>  The output is https://pastebin.com/5gc1q8Jr
>>
>> ( I was checking again Chad videos again and if I understood properly, 
>> when CMake runs find_package("Maya")  what it does is looking for the word 
>> "Find" + the input in between () , so Maya + .cmake.
>> That a bit weird, why not just ind_package("FindMaya")? )
>>
>>
>> I also tried this find_path() (I  think I am using it right):
>> set(CMAKE_FIND_DEBUG_MODE TRUE)
>> find_path(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
>> set(CMAKE_FIND_DEBUG_MODE FALSE)
>>
>> The output is https://pastebin.com/nxHyd8dr
>> El viernes, 5 de mayo de 2023 a las 9:08:09 UTC+2, Justin Israel escribió:
>>
>>>
>>>
>>> On Fri, 5 May 2023, 6:46 pm Rudi Hammad,  wrote:
>>>
 This is is my src/CMakeLists.txt
 https://pastebin.com/EFvNdt9z
 here is the entire output
 https://pastebin.com/WEmMFGr0

>>>
>>>
>>> I'm still wondering why you switched from find_package to find_program. 
>>> My cmake skills are not strong but I thought the latter was for finding the 
>>> full path to an executable? 
>>>
>>>


 El viernes, 5 de mayo de 2023 a las 8:02:25 UTC+2, Justin Israel 
 escribió:

>
>
> On Fri, 5 May 2023, 5:05 pm Rudi Hammad,  wrote:
>
>> Not sure If I am using  find_program  right.
>
>
> I thought you were previously trying to test the behavior of 
> find_package. Did that not seem like the right thing to discover 
> FindMaya.cmake? What was the outcome of the debug output? 
>
> The signature says find_program ( name1 [path1 path2 ...]) . 
>> This what I added 
>> set(CMAKE_FIND_DEBUG_MODE TRUE)
>> find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
>> set(CMAKE_FIND_DEBUG_MODE FALSE)
>>
>> The console prints out a bunch of paths. The ones at the end are:
>> C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
>> FindMaya.cmake.com
>> C:/Users/rudi 
>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
>> C:/Users/rudi 
>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake
>>
>>
>> El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel 
>> escribió:
>>
>>>
>>>
>>> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>>>

 Hello,
 since I have time now  I wanted to revive this topic because I have 
 to make it work for future project.
 I am trying to track the error, so I added this the code below 
 before the error happening with  find_package(Maya REQUIRED) 
 message ("---")
 message (${CMAKE_MODULE_PATH})
 message ("---")
 So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can 
 see in the image the path is correct and it contains FinMaya.cmake. 
 And 
 still, it says I am not providing it. I am really stuck because all 
 looks 
 okey doesn't it?

>>>
>>> Could you try this, to debug the module search path? 
>>>
>>> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>>>
>>>
>>> [image: Capture.JPG]
 El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel 
 escribió:

> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  
> 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

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Justin Israel
I just noticed something from your first email. Your screenshot shows that
your directory is named "cgmake" but you are setting your module path as if
it were called "cgcmake" (like Chad's original repo). Is that the cause of
this whole problem? If so, then you should fix the dir name (or the module
path you are setting) and go back to using
find_package(Maya REQUIRED)
It should discover FindMaya.cmake if your module path matches what really
exists on disk.

On Fri, 5 May 2023, 10:50 pm Rudi Hammad,  wrote:

> I switched because apparently I can't read properly...my bad. Now I am
> using this:
> set(CMAKE_FIND_DEBUG_MODE TRUE)
> find_package("Maya")
> set(CMAKE_FIND_DEBUG_MODE FALSE)
>
>  The output is https://pastebin.com/5gc1q8Jr
>
> ( I was checking again Chad videos again and if I understood properly,
> when CMake runs find_package("Maya")  what it does is looking for the word
> "Find" + the input in between () , so Maya + .cmake.
> That a bit weird, why not just ind_package("FindMaya")? )
>
>
> I also tried this find_path() (I  think I am using it right):
> set(CMAKE_FIND_DEBUG_MODE TRUE)
> find_path(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
> set(CMAKE_FIND_DEBUG_MODE FALSE)
>
> The output is https://pastebin.com/nxHyd8dr
> El viernes, 5 de mayo de 2023 a las 9:08:09 UTC+2, Justin Israel escribió:
>
>>
>>
>> On Fri, 5 May 2023, 6:46 pm Rudi Hammad,  wrote:
>>
>>> This is is my src/CMakeLists.txt
>>> https://pastebin.com/EFvNdt9z
>>> here is the entire output
>>> https://pastebin.com/WEmMFGr0
>>>
>>
>>
>> I'm still wondering why you switched from find_package to find_program.
>> My cmake skills are not strong but I thought the latter was for finding the
>> full path to an executable?
>>
>>
>>>
>>>
>>> El viernes, 5 de mayo de 2023 a las 8:02:25 UTC+2, Justin Israel
>>> escribió:
>>>


 On Fri, 5 May 2023, 5:05 pm Rudi Hammad,  wrote:

> Not sure If I am using  find_program  right.


 I thought you were previously trying to test the behavior of
 find_package. Did that not seem like the right thing to discover
 FindMaya.cmake? What was the outcome of the debug output?

 The signature says find_program ( name1 [path1 path2 ...]) . This
> what I added
> set(CMAKE_FIND_DEBUG_MODE TRUE)
> find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
> set(CMAKE_FIND_DEBUG_MODE FALSE)
>
> The console prints out a bunch of paths. The ones at the end are:
> C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
> FindMaya.cmake.com
> C:/Users/rudi
> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
> C:/Users/rudi
> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake
>
>
> El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel
> escribió:
>
>>
>>
>> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>>
>>>
>>> Hello,
>>> since I have time now  I wanted to revive this topic because I have
>>> to make it work for future project.
>>> I am trying to track the error, so I added this the code below
>>> before the error happening with  find_package(Maya REQUIRED)
>>> message ("---")
>>> message (${CMAKE_MODULE_PATH})
>>> message ("---")
>>> So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see
>>> in the image the path is correct and it contains FinMaya.cmake. And 
>>> still,
>>> it says I am not providing it. I am really stuck because all looks okey
>>> doesn't it?
>>>
>>
>> Could you try this, to debug the module search path?
>>
>> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>>
>>
>> [image: Capture.JPG]
>>> El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel
>>> escribió:
>>>
 On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad 
 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 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
I switched because apparently I can't read properly...my bad. Now I am 
using this:
set(CMAKE_FIND_DEBUG_MODE TRUE)
find_package("Maya")
set(CMAKE_FIND_DEBUG_MODE FALSE)

 The output is https://pastebin.com/5gc1q8Jr

( I was checking again Chad videos again and if I understood properly, when 
CMake runs find_package("Maya")  what it does is looking for the word 
"Find" + the input in between () , so Maya + .cmake.
That a bit weird, why not just ind_package("FindMaya")? )


I also tried this find_path() (I  think I am using it right):
set(CMAKE_FIND_DEBUG_MODE TRUE)
find_path(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
set(CMAKE_FIND_DEBUG_MODE FALSE)

The output is https://pastebin.com/nxHyd8dr
El viernes, 5 de mayo de 2023 a las 9:08:09 UTC+2, Justin Israel escribió:

>
>
> On Fri, 5 May 2023, 6:46 pm Rudi Hammad,  wrote:
>
>> This is is my src/CMakeLists.txt
>> https://pastebin.com/EFvNdt9z
>> here is the entire output
>> https://pastebin.com/WEmMFGr0
>>
>
>
> I'm still wondering why you switched from find_package to find_program. My 
> cmake skills are not strong but I thought the latter was for finding the 
> full path to an executable? 
>
>
>>
>>
>> El viernes, 5 de mayo de 2023 a las 8:02:25 UTC+2, Justin Israel escribió:
>>
>>>
>>>
>>> On Fri, 5 May 2023, 5:05 pm Rudi Hammad,  wrote:
>>>
 Not sure If I am using  find_program  right.
>>>
>>>
>>> I thought you were previously trying to test the behavior of 
>>> find_package. Did that not seem like the right thing to discover 
>>> FindMaya.cmake? What was the outcome of the debug output? 
>>>
>>> The signature says find_program ( name1 [path1 path2 ...]) . This 
 what I added 
 set(CMAKE_FIND_DEBUG_MODE TRUE)
 find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
 set(CMAKE_FIND_DEBUG_MODE FALSE)

 The console prints out a bunch of paths. The ones at the end are:
 C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
 FindMaya.cmake.com
 C:/Users/rudi 
 hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
 C:/Users/rudi 
 hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake


 El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel 
 escribió:

>
>
> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>
>>
>> Hello,
>> since I have time now  I wanted to revive this topic because I have 
>> to make it work for future project.
>> I am trying to track the error, so I added this the code below before 
>> the error happening with  find_package(Maya REQUIRED) 
>> message ("---")
>> message (${CMAKE_MODULE_PATH})
>> message ("---")
>> So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see 
>> in the image the path is correct and it contains FinMaya.cmake. And 
>> still, 
>> it says I am not providing it. I am really stuck because all looks okey 
>> doesn't it?
>>
>
> Could you try this, to debug the module search path? 
> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>
>
> [image: Capture.JPG]
>> El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel 
>> escribió:
>>
>>> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  
>>> 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 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Justin Israel
On Fri, 5 May 2023, 6:46 pm Rudi Hammad,  wrote:

> This is is my src/CMakeLists.txt
> https://pastebin.com/EFvNdt9z
> here is the entire output
> https://pastebin.com/WEmMFGr0
>


I'm still wondering why you switched from find_package to find_program. My
cmake skills are not strong but I thought the latter was for finding the
full path to an executable?


>
>
> El viernes, 5 de mayo de 2023 a las 8:02:25 UTC+2, Justin Israel escribió:
>
>>
>>
>> On Fri, 5 May 2023, 5:05 pm Rudi Hammad,  wrote:
>>
>>> Not sure If I am using  find_program  right.
>>
>>
>> I thought you were previously trying to test the behavior of
>> find_package. Did that not seem like the right thing to discover
>> FindMaya.cmake? What was the outcome of the debug output?
>>
>> The signature says find_program ( name1 [path1 path2 ...]) . This
>>> what I added
>>> set(CMAKE_FIND_DEBUG_MODE TRUE)
>>> find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
>>> set(CMAKE_FIND_DEBUG_MODE FALSE)
>>>
>>> The console prints out a bunch of paths. The ones at the end are:
>>> C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
>>> FindMaya.cmake.com
>>> C:/Users/rudi
>>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
>>> C:/Users/rudi
>>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake
>>>
>>>
>>> El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel
>>> escribió:
>>>


 On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:

>
> Hello,
> since I have time now  I wanted to revive this topic because I have to
> make it work for future project.
> I am trying to track the error, so I added this the code below before
> the error happening with  find_package(Maya REQUIRED)
> message ("---")
> message (${CMAKE_MODULE_PATH})
> message ("---")
> So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see
> in the image the path is correct and it contains FinMaya.cmake. And still,
> it says I am not providing it. I am really stuck because all looks okey
> doesn't it?
>

 Could you try this, to debug the module search path?
 https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html


 [image: Capture.JPG]
> El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel
> escribió:
>
>> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad 
>> 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.
>>
>> 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
This is is my src/CMakeLists.txt
https://pastebin.com/EFvNdt9z
here is the entire output
https://pastebin.com/WEmMFGr0


El viernes, 5 de mayo de 2023 a las 8:02:25 UTC+2, Justin Israel escribió:

>
>
> On Fri, 5 May 2023, 5:05 pm Rudi Hammad,  wrote:
>
>> Not sure If I am using  find_program  right.
>
>
> I thought you were previously trying to test the behavior of find_package. 
> Did that not seem like the right thing to discover FindMaya.cmake? What was 
> the outcome of the debug output? 
>
> The signature says find_program ( name1 [path1 path2 ...]) . This 
>> what I added 
>> set(CMAKE_FIND_DEBUG_MODE TRUE)
>> find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
>> set(CMAKE_FIND_DEBUG_MODE FALSE)
>>
>> The console prints out a bunch of paths. The ones at the end are:
>> C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
>> FindMaya.cmake.com
>> C:/Users/rudi 
>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
>> C:/Users/rudi 
>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake
>>
>>
>> El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel escribió:
>>
>>>
>>>
>>> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>>>

 Hello,
 since I have time now  I wanted to revive this topic because I have to 
 make it work for future project.
 I am trying to track the error, so I added this the code below before 
 the error happening with  find_package(Maya REQUIRED) 
 message ("---")
 message (${CMAKE_MODULE_PATH})
 message ("---")
 So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see in 
 the image the path is correct and it contains FinMaya.cmake. And still, it 
 says I am not providing it. I am really stuck because all looks okey 
 doesn't it?

>>>
>>> Could you try this, to debug the module search path? 
>>> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>>>
>>>
>>> [image: Capture.JPG]
 El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel 
 escribió:

> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Rudi Hammad
hey Chad,
Just tried what you suggesteed. In CmakeLists.txt (the one in the root) I 
changed
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cgcmake/modules)
to
set(CMAKE_MODULE_PATH "C:/Users/rudi 
hammad/Desktop/testCMake/testingCMake/cgcmake/modules") 

Same result.
The thing that confuses me is that the path out put to the folder 
containing FindMaya is correct, but the message says otherwise. I am sure I 
must be doing something stupid, but I can't see it.


El viernes, 5 de mayo de 2023 a las 7:10:42 UTC+2, Chad Vernon escribió:

> Maybe it has something to do with the space in your user name? Might need 
> to put quotes around your path when you set the CMAKE_MODULE_PATH
>
> On Thu, May 4, 2023 at 10:05 PM Rudi Hammad  wrote:
>
>> Not sure If I am using  find_program  right. The signature says find_program 
>> ( name1 [path1 path2 ...]) . This what I added 
>> set(CMAKE_FIND_DEBUG_MODE TRUE)
>> find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
>> set(CMAKE_FIND_DEBUG_MODE FALSE)
>>
>> The console prints out a bunch of paths. The ones at the end are:
>> C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
>> FindMaya.cmake.com
>> C:/Users/rudi 
>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
>> C:/Users/rudi 
>> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake
>>
>>
>> El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel escribió:
>>
>>>
>>>
>>> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>>>

 Hello,
 since I have time now  I wanted to revive this topic because I have to 
 make it work for future project.
 I am trying to track the error, so I added this the code below before 
 the error happening with  find_package(Maya REQUIRED) 
 message ("---")
 message (${CMAKE_MODULE_PATH})
 message ("---")
 So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see in 
 the image the path is correct and it contains FinMaya.cmake. And still, it 
 says I am not providing it. I am really stuck because all looks okey 
 doesn't it?

>>>
>>> Could you try this, to debug the module search path? 
>>> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>>>
>>>
>>> [image: Capture.JPG]
 El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel 
 escribió:

> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-05 Thread Justin Israel
On Fri, 5 May 2023, 5:05 pm Rudi Hammad,  wrote:

> Not sure If I am using  find_program  right.


I thought you were previously trying to test the behavior of find_package.
Did that not seem like the right thing to discover FindMaya.cmake? What was
the outcome of the debug output?

The signature says find_program ( name1 [path1 path2 ...]) . This what
> I added
> set(CMAKE_FIND_DEBUG_MODE TRUE)
> find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
> set(CMAKE_FIND_DEBUG_MODE FALSE)
>
> The console prints out a bunch of paths. The ones at the end are:
> C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
> FindMaya.cmake.com
> C:/Users/rudi
> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
> C:/Users/rudi
> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake
>
>
> El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel escribió:
>
>>
>>
>> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>>
>>>
>>> Hello,
>>> since I have time now  I wanted to revive this topic because I have to
>>> make it work for future project.
>>> I am trying to track the error, so I added this the code below before
>>> the error happening with  find_package(Maya REQUIRED)
>>> message ("---")
>>> message (${CMAKE_MODULE_PATH})
>>> message ("---")
>>> So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see in
>>> the image the path is correct and it contains FinMaya.cmake. And still, it
>>> says I am not providing it. I am really stuck because all looks okey
>>> doesn't it?
>>>
>>
>> Could you try this, to debug the module search path?
>> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>>
>>
>> [image: Capture.JPG]
>>> El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel
>>> escribió:
>>>
 On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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:
 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-04 Thread Chad Vernon
Maybe it has something to do with the space in your user name? Might need
to put quotes around your path when you set the CMAKE_MODULE_PATH

On Thu, May 4, 2023 at 10:05 PM Rudi Hammad  wrote:

> Not sure If I am using  find_program  right. The signature says find_program
> ( name1 [path1 path2 ...]) . This what I added
> set(CMAKE_FIND_DEBUG_MODE TRUE)
> find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
> set(CMAKE_FIND_DEBUG_MODE FALSE)
>
> The console prints out a bunch of paths. The ones at the end are:
> C:/Users/rudi hammad/Desktop/testCMake/testingCMake/cgcmake/modules/
> FindMaya.cmake.com
> C:/Users/rudi
> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
> C:/Users/rudi
> hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake
>
>
> El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel escribió:
>
>>
>>
>> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>>
>>>
>>> Hello,
>>> since I have time now  I wanted to revive this topic because I have to
>>> make it work for future project.
>>> I am trying to track the error, so I added this the code below before
>>> the error happening with  find_package(Maya REQUIRED)
>>> message ("---")
>>> message (${CMAKE_MODULE_PATH})
>>> message ("---")
>>> So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see in
>>> the image the path is correct and it contains FinMaya.cmake. And still, it
>>> says I am not providing it. I am really stuck because all looks okey
>>> doesn't it?
>>>
>>
>> Could you try this, to debug the module search path?
>> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>>
>>
>> [image: Capture.JPG]
>>> El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel
>>> escribió:
>>>
 On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2023-05-04 Thread Rudi Hammad
Not sure If I am using  find_program  right. The signature says find_program 
( name1 [path1 path2 ...]) . This what I added 
set(CMAKE_FIND_DEBUG_MODE TRUE)
find_program(cache "FindMaya.cmake" ${CMAKE_MODULE_PATH})
set(CMAKE_FIND_DEBUG_MODE FALSE)

The console prints out a bunch of paths. The ones at the end are:
C:/Users/rudi 
hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.com
C:/Users/rudi 
hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake.exe
C:/Users/rudi 
hammad/Desktop/testCMake/testingCMake/cgcmake/modules/FindMaya.cmake


El jueves, 4 de mayo de 2023 a las 21:50:59 UTC+2, Justin Israel escribió:

>
>
> On Fri, 5 May 2023, 5:44 am Rudi Hammad,  wrote:
>
>>
>> Hello,
>> since I have time now  I wanted to revive this topic because I have to 
>> make it work for future project.
>> I am trying to track the error, so I added this the code below before the 
>> error happening with  find_package(Maya REQUIRED) 
>> message ("---")
>> message (${CMAKE_MODULE_PATH})
>> message ("---")
>> So  I wanted to make sure CMAKE_MODULE_PATH is right. As you can see in 
>> the image the path is correct and it contains FinMaya.cmake. And still, it 
>> says I am not providing it. I am really stuck because all looks okey 
>> doesn't it?
>>
>
> Could you try this, to debug the module search path? 
> https://cmake.org/cmake/help/latest/variable/CMAKE_FIND_DEBUG_MODE.html
>
>
> [image: Capture.JPG]
>> El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, Justin Israel 
>> escribió:
>>
>>> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
 bummer, that's a pain. I'd better make CMake work then. 

El domingo, 2 de enero de 2022 a las 17:31:34 UTC+1, Marcus Ottosson 
escribió:

> > hmmm...I guess there is no alternative way to complile plugins for mac 
> from windows?
>
> Your only option is to build on MacOS, either on a real Mac, a 
> "Hackintosh" or a virtual machine. There is no way to compile a Maya 
> plug-in for Mac using anything but MacOS. The same goes for all platforms. 
> They must be built on the OS they are meant to be used on.
>

-- 
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"Python Programming for Autodesk Maya" group.
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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
bummer, that's a pain. I'd better make CMake work then.

On Sunday, January 2, 2022 at 5:31:34 PM UTC+1 Marcus Ottosson wrote:

> > hmmm...I guess there is no alternative way to complile plugins for mac 
> from windows?
>
> Your only option is to build on MacOS, either on a real Mac, a 
> "Hackintosh" or a virtual machine. There is no way to compile a Maya 
> plug-in for Mac using anything but MacOS. The same goes for all platforms. 
> They must be built on the OS they are meant to be used on.
>

-- 
You received this message because you are subscribed to the Google Groups 
"Python Programming for Autodesk Maya" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to python_inside_maya+unsubscr...@googlegroups.com.
To view this discussion on the web visit 
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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Marcus Ottosson
> hmmm...I guess there is no alternative way to complile plugins for mac
from windows?

Your only option is to build on MacOS, either on a real Mac, a "Hackintosh"
or a virtual machine. There is no way to compile a Maya plug-in for Mac
using anything but MacOS. The same goes for all platforms. They must be
built on the OS they are meant to be used on.

-- 
You received this message because you are subscribed to the Google Groups 
"Python Programming for Autodesk Maya" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to python_inside_maya+unsubscr...@googlegroups.com.
To view this discussion on the web visit 
https://groups.google.com/d/msgid/python_inside_maya/CAFRtmOBOxF47sKZrb%3DgN6L2qBy6xSapVJ9hiuSXTi8Z5bqb5xQ%40mail.gmail.com.


Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
 hey,
yes I followed the same folders structure. I also added the devkit/include. 
But when I run the cmd commands, it creates the folders inside the created 
folder build.2018, but stops with the error mentioned before, and 
build.2018\src\CMakeFiles is empty.

It seems that maya devkit isn't included anymore in maya. I downloaded it, 
and you get a the main "devkitBase" folder, and in it you have "cmake"(with 
qt-5.6.1_vc14-cmake.tar inside), "devkit", "include", "lib", "mkspecs". And 
then inside each, you have other folders, etc.. so there isn't a 
"devkit/include". They are separate folders: "devkit" and "include".

hmmm...I guess there is no alternative way to complile plugins for mac from 
windows?
I have to ship some plugins for animators that use windows and mac, so I 
need to figure out that. I'll keep trying.


El sábado, 1 de enero de 2022 a las 20:59:55 UTC+1, justin...@gmail.com 
escribió:

> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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  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=0s
>

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-02 Thread Rudi Hammad
hey,
yes I followed the same folders structure. I also added the devkit/include. 
But when I run the cmd commands, it creates the folders inside the created 
folder build.2018, but stops with the error mentioned before, and 
build.2018\src\CMakeFiles is empty.

It seems that maya devkit isn't included anymore in maya. I downloaded it, 
and you get a the main "devkitBase" folder, and in it you have "cmake"(with 
qt-5.6.1_vc14-cmake.tar inside), "devkit", "include", "lib", "mkspecs". And 
then inside each, you have other folders, etc.. so there isn't a 
"devkit/include". They are separate folders: "devkit" and "include".

hmmm...I guess there is no alternative way to complile plugins for mac from 
windows?
I have to ship some plugins for animators that use windows and mac, so I 
need to figure out that. I'll keep trying.

On Saturday, January 1, 2022 at 8:59:55 PM UTC+1 justin...@gmail.com wrote:

> On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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  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=0s
>
>
> 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-01 Thread Justin Israel
On Sun, Jan 2, 2022 at 7:10 AM Rudi Hammad  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  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=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 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2022-01-01 Thread Rudi Hammad
 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  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=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  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
>>
>> -- 
>> You received this message because you are subscribed to the Google 
>> Groups "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, 
>> send an email to python_inside_m...@googlegroups.com.
>> To view this discussion on the web visit 
>> https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com
>>  
>> 
>> .
>>
> -- 
>> You received this message because you are subscribed to the Google Groups 
>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an 
>> email to python_inside_m...@googlegroups.com.
>>
> To view this discussion on the web visit 
>> https://groups.google.com/d/msgid/python_inside_maya/53c0603e-64b0-4656-b260-8eb560398cabn%40googlegroups.com
>>  
>> 
>> .
>>
>
>
> -- 
>
>
> -
> *--= Reza Aarabi =--*
> *https://madoodia.com *
>

-- 
You received this message 

Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-14 Thread Reza Aarabi
Good point Chad

On Thu, Oct 14, 2021 at 1:44 PM Chad Vernon  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=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  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
>
> --
> You received this message because you are subscribed to the Google
> Groups "Python Programming for Autodesk Maya" group.
> To unsubscribe from this group and stop receiving emails from it, send
> an email to python_inside_m...@googlegroups.com.
> To view this discussion on the web visit
> https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com
> 
> .
>
 --
> You received this message because you are subscribed to the Google Groups
> "Python Programming for Autodesk Maya" group.
> To unsubscribe from this group and stop receiving emails from it, send an
> email to python_inside_maya+unsubscr...@googlegroups.com.
> To view this discussion on the web visit
> https://groups.google.com/d/msgid/python_inside_maya/53c0603e-64b0-4656-b260-8eb560398cabn%40googlegroups.com
> 
> .
>


-- 


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

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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-14 Thread Chad Vernon
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=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  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

 -- 
 You received this message because you are subscribed to the Google 
 Groups "Python Programming for Autodesk Maya" group.
 To unsubscribe from this group and stop receiving emails from it, send 
 an email to python_inside_m...@googlegroups.com.
 To view this discussion on the web visit 
 https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com
  
 
 .

>>>

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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-14 Thread Rudi Hammad
found this on youtube by chad vernom! 
https://www.youtube.com/watch?v=2mUOt_F2ywo=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  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
>>>
>>> -- 
>>> You received this message because you are subscribed to the Google 
>>> Groups "Python Programming for Autodesk Maya" group.
>>> To unsubscribe from this group and stop receiving emails from it, send 
>>> an email to python_inside_m...@googlegroups.com.
>>> To view this discussion on the web visit 
>>> https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com
>>>  
>>> 
>>> .
>>>
>>

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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-14 Thread Rudi Hammad
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  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
>>
>> -- 
>> You received this message because you are subscribed to the Google Groups 
>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an 
>> email to python_inside_m...@googlegroups.com.
>> To view this discussion on the web visit 
>> https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com
>>  
>> 
>> .
>>
>

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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-13 Thread Reza Aarabi
Marcus I tested it
no need to use same compiler version as maya built against it

for example I've compiled plugin for maya 2017, 2018, 2019, 2020 and 2022
with Visual Studio 2019
and it worked well

(same for gcc)

the only point is that you have to have C++ redist 2019 installed on your
machine if you used visual studio 2019 for compilation
or related C++ redist  for your VS that used for building



On Wed, Oct 13, 2021 at 2:28 PM Reza Aarabi  wrote:

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


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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-13 Thread Reza Aarabi
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  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 
> 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  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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>>> 
>>> .
>>>
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>> 
>> .
>>
>
>
> --
>
>
> -
> *--= Reza Aarabi =--*
> *https://madoodia.com *
>


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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-13 Thread Reza Aarabi
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 
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  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
>>
>> --
>> You received this message because you are subscribed to the Google Groups
>> "Python Programming for Autodesk Maya" group.
>> To unsubscribe from this group and stop receiving emails from it, send an
>> email to python_inside_maya+unsubscr...@googlegroups.com.
>> To view this discussion on the web visit
>> https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com
>> 
>> .
>>
> --
> You received this message because you are subscribed to the Google Groups
> "Python Programming for Autodesk Maya" group.
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> 
> .
>


-- 


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

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Re: [Maya-Python] Compiling plugins in Visual Studio for multiple maya versions and platforms

2021-10-13 Thread Marcus Ottosson
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  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
>
> --
> You received this message because you are subscribed to the Google Groups
> "Python Programming for Autodesk Maya" group.
> To unsubscribe from this group and stop receiving emails from it, send an
> email to python_inside_maya+unsubscr...@googlegroups.com.
> To view this discussion on the web visit
> https://groups.google.com/d/msgid/python_inside_maya/90c9a052-2d02-425e-812b-9129f1c71bafn%40googlegroups.com
> 
> .
>

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