Hirni_NG
04-04-2005, 05:39 PM
This is a tutorial to setup a programming environment for developing Maya plug-ins without Visual Studio (and without spending a dime ;)).
This is just a quick fix and I am not very familiar with the IDE used but it does the trick
and is fairly simple.
Here we go:
-Install the free Visual Toolkit 2003 from
http://msdn.microsoft.com/visualc/vctoolkit2003/
-Install Code::Blocks IDE version 1.0-beta6 core setup file (http://www.codeblocks.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=14)
http://www.codeblocks.org/
only the core version without MinGW is needed. This open source IDE has the advantage
that it supports VCToolkit 2003 and it can import .sln and .vcproj files.
If you want to build a plug-in that uses windows.h such as the mocap plug-ins, you need
to install the Win32 platform SDK from Microsoft as well (http://www.microsoft.com/msdownload/platformsdk/sdkupdate/downlevel.htm)
-Start Code::Blocks and set VCToolkit which is found automatically as the default compiler.
The rest of the tutorial is done by example. These steps can be repeated with any of the example plug-ins. I compiled the solidCheckerShader that way successfully.
-Grab all solidCheckerShader files from the devkit (.cpp .sln .vcproj) and copy them in a seperate folder so we do not mess around inside the Maya devkit directory.
-Open Code::Blocks, goto Projects->Import->Visual Studio Project and choose the .vcproj.
This will set up most of the compiler options.
- Open Project-> Build Options, select solidCheckerShader, and add the include directory of your Maya installation in the Compiler dirs tab (looks like C:\Program Files\Alias\Maya6.x\include).
-Set the \lib directory of your Maya installation in the Linker dirs tab.
- Goto Project->Properties->Targets and set the output name right (it got lowercased)
back to solidCheckerShader.mll. You can also set the output directory to your plug-ins directory.
-Compile one of the Targets. Debug will give lots of warnings, there seems to be an issue with debug informations of libc, but you do not have a debugger anyway.
This is all the output of a small discussion and quick trial and error. I haven t tested this setup thoroughly, there may be compiler options missing etc. but it seems to work.
Happy pluggin'
Ralf Habel
This is just a quick fix and I am not very familiar with the IDE used but it does the trick
and is fairly simple.
Here we go:
-Install the free Visual Toolkit 2003 from
http://msdn.microsoft.com/visualc/vctoolkit2003/
-Install Code::Blocks IDE version 1.0-beta6 core setup file (http://www.codeblocks.org/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=14)
http://www.codeblocks.org/
only the core version without MinGW is needed. This open source IDE has the advantage
that it supports VCToolkit 2003 and it can import .sln and .vcproj files.
If you want to build a plug-in that uses windows.h such as the mocap plug-ins, you need
to install the Win32 platform SDK from Microsoft as well (http://www.microsoft.com/msdownload/platformsdk/sdkupdate/downlevel.htm)
-Start Code::Blocks and set VCToolkit which is found automatically as the default compiler.
The rest of the tutorial is done by example. These steps can be repeated with any of the example plug-ins. I compiled the solidCheckerShader that way successfully.
-Grab all solidCheckerShader files from the devkit (.cpp .sln .vcproj) and copy them in a seperate folder so we do not mess around inside the Maya devkit directory.
-Open Code::Blocks, goto Projects->Import->Visual Studio Project and choose the .vcproj.
This will set up most of the compiler options.
- Open Project-> Build Options, select solidCheckerShader, and add the include directory of your Maya installation in the Compiler dirs tab (looks like C:\Program Files\Alias\Maya6.x\include).
-Set the \lib directory of your Maya installation in the Linker dirs tab.
- Goto Project->Properties->Targets and set the output name right (it got lowercased)
back to solidCheckerShader.mll. You can also set the output directory to your plug-ins directory.
-Compile one of the Targets. Debug will give lots of warnings, there seems to be an issue with debug informations of libc, but you do not have a debugger anyway.
This is all the output of a small discussion and quick trial and error. I haven t tested this setup thoroughly, there may be compiler options missing etc. but it seems to work.
Happy pluggin'
Ralf Habel
