View Full Version : We need a Mac plug-in porting team
Tocpe 02-27-2004, 03:55 PM I'm not sure how many of the Maya users out there are using Macs, but I sure they've noticed the lack of plug-ins available on the platform for Maya.
What do you guys think about startng a group of Maya/Mac users to help port over some of these plug-ins with the permission of their original authors?
I dunno about you guys, but I'm tired of seeing "Windows/Linux only".
BTW, please please don't make this a platform/OS/whatever flame thread. I would just like some of these plug-in ported over. I use a PC at home, and a Mac at work and I like both. :)
|
|
beaker
02-27-2004, 07:06 PM
The problem is convincing the authors to lend you the source code in the first place. Most aren't interested or just ignore your emails about it.
Tocpe
02-27-2004, 09:50 PM
hmmm I would think they would like to get their plug-in on as many platforms and systems as possible. Especially if they are charging for them.
maxx10
02-28-2004, 10:20 AM
specially a fluid sim plug ....:drool:
medwards
07-05-2004, 05:51 AM
hey guys,
not sure if you know but Judd Simantov and myself have started an open source muscel/skin plugin project for maya. Check it out at cgmuscle.com. I am a mac user so we will be provideing osx plugs. I am in the process of trying to compile for maya 6 and another guy has already compiled for maya 5. I have to wait till after the weekend to talk to alias support about a problem I am having. I get the plugin to compile but it will not initialize in maya.
regards, mark edwards
maxx10
07-06-2004, 07:45 AM
hey guys,
not sure if you know but Judd Simantov and myself have started an open source muscel/skin plugin project for maya. Check it out at cgmuscle.com. I am a mac user so we will be provideing osx plugs. I am in the process of trying to compile for maya 6 and another guy has already compiled for maya 5. I have to wait till after the weekend to talk to alias support about a problem I am having. I get the plugin to compile but it will not initialize in maya.
regards, mark edwards
excellent, I was aware of your project but thought that an eventual mac version would come after the pc one :bounce: are you going to have a beta testing session?
Elliotjnewman
07-06-2004, 08:48 AM
This is a great idea, especially as unlimited is coming now. I would love to see Byrons Poly tools on OSX. I am sure that Sebastian wouldnt mind you contacting him about this...
Heres to the plug-ins!
medwards
07-06-2004, 11:45 AM
excellent, I was aware of your project but thought that an eventual mac version would come after the pc one :bounce: are you going to have a beta testing session?
its an open source project so you can beta test anytime you want. Or if you feel you can contribute then thats great also. There has already been a maya 5 osx compile and I am working on compiling a maya 6 version. The project is in the early stages so right now it is mainly getting teams together to develop the muscle part and the skin part.
regards, mark
Tocpe
07-06-2004, 01:08 PM
... I am in the process of trying to compile for maya 6 and another guy has already compiled for maya 5. I have to wait till after the weekend to talk to alias support about a problem I am having. I get the plugin to compile but it will not initialize in maya.
Hey Mark,
Do you think the guy who has compiled for 5 could compile another shader for his fellow Maya 5 OSX users? We're in desperate need of a SSS shader. Check out the PSSST to OSX thread for more info (http://www.cgtalk.com/showthread.php?t=148365)
swardson
07-06-2004, 04:22 PM
I am a beginner in the mel/pluggin world so I may not be much help but I am very interested in this as I am a mac User and would really like to see some pluggins ported over. especially Byrons Poly tools. Ill help where I can.
cheers,
Brad
onlooker
07-06-2004, 07:54 PM
I'm all for it, and I'll compile, but not for anything under Maya 6. The Maya 5 stuff is beyond me at the moment. The Codewarrior CFM way isn't as friendly as Xcode Mach-O. :)
Maya unlimited here I come. :D
Byron
07-06-2004, 09:23 PM
I am very open to see BPT ported to Mac.
Currently, it doesn`t make much sense to try to port it myself, just because it is too expensive both in time and money.
But with some help, it was possible - sure :).
BPT contains some isolated areas of code that are platformdependent, which had to be rewritten then.
The rest of the plugin would be quite straigthforeward and not more that a recompile.
However, I wouldn`t try this before BPT RV for Windows has been released. An idea was that I port it to Linux, and another team would to the port to OSX.
This lies in the future, and many questions are still open, but I am open minded to that idea in general.
Regards,
Sebastian
ry_goody
07-06-2004, 09:38 PM
Why would you wanna use Maya on MacOS? Isn't that the slower/more expensive route?
francescaluce
07-06-2004, 09:40 PM
byron!! try first to port your plug to the m6.. :D .
topce.. I cannot understand your frustration.. what's the problem.. do you need something in particular.. to finish a work.. to accomplish something special.. with maya and all the tons of mel scripts.. damn you've thousand of ways before stop yourself to ask for something...
ciao
francesca
Byron
07-06-2004, 09:59 PM
BPT is already available for Maya 6, and its availble in the Membersection for download.
francescaluce
07-06-2004, 10:32 PM
BPT is already available for Maya 6, and its availble in the Membersection for download.:surprised
ciao
francesca
ps::. :)
maxx10
07-07-2004, 08:38 AM
Why would you wanna use Maya on MacOS? Isn't that the slower/more expensive route?
It depends on what you do, a G5+Maya+FCP+Shake and soon + Motion is pretty hard to beat speed and cost wise on a PC. And macmaya 6 is on par with pcmaya now, on a comparable configuration.
topce.. I cannot understand your frustration.. what's the problem.. do you need something in particular.. to finish a work.. to accomplish something special.. with maya and all the tons of mel scripts.. damn you've thousand of ways before stop yourself to ask for something...
ciao
francesca
well he said that they're in desperate need of a fast and reliable sss solution hence....
Elliotjnewman
07-07-2004, 08:39 AM
Why would you wanna use Maya on MacOS? Isn't that the slower/more expensive route?
that is off the topic, if you dont know why people use OSX and Maya then do some research, there are plently of threads on these forums.
RE: BPT on OSX:
Would be ace to see it converted (BPT RV - which sounds very promising Sebastien).
The reason we need OSX plugs is becuase there are so many cool things which are platform dependant and you cant get out of the maya box. Its the same with Linux - Windows has a great library of plugs - lets see them being ported over!
Ell.
SpriteGF
07-07-2004, 08:25 PM
Explain it to someone like me who's programmed on the Mac before (but using cross-platform tools like C and Python, not Mac-specific programming):
What would it take to port these plug-ins? Simply recompiling source code, or would it require knowledge of Cocoa/Carbon APIs?
beaker
07-07-2004, 10:38 PM
From Byron's post, he wrote some win32 calls that would need to be rewritten from scratch to work on osx or linux.
Tocpe
07-09-2004, 01:39 PM
Have you guys seen this one: http://test.jzinfo.com/bssrdf.htm?
Here's an example:
http://test.jzinfo.com/images\hand03_tex02.jpg
Do you guys think he'd let us port it over? I would love to get my grubby little paws on this!
CGTalk Moderation
01-17-2006, 01:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.