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

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

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

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

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

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

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

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

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

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

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 >

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.

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

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

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

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

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

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

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

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

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

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

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

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