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
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
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
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
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
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
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
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
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
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
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
>
> 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.
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
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
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
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
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
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
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
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
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
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
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
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
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