Compile fStretch 2 for Maya 2016.


I’m interested in the 2016 version for Windows as well and also neither have the software nor knowledge to do a compile. Hence just posting to stay informed and to bump the thread.



Thanks djx!


Yes, he’s a ‘dude’!


Many thanks to David!!!


I can’n find openmayamac.h in the 2016 Maya Dev Kit for OSX, anyone can help?


same problem here; Managed to make it work by adding -mmacosx-version-min=10.6 -isysroot /Applications/

Found this through google.Will it help you any?


Yes! I’m a ‘dude’ too!
fStretch2 for OSX Maya 2016:
For the moment I solved by coping openmayamac.h from Maya 2015 SDK on 2016 SDK, but where is openmayamac.h file for OSX Maya 2016?


Visual Studio is free.
For 2016 you can use Visual Studio 2013 Community just fine, no need to fall back to VS2012 (which has a free Express version anyway).


OpenMayaMac.h was removed from the DevKit, it was no longer required.
where are you finding its needed


I don’t think it’s so much he finds it’s needed, it’s probably that the source is old and includes it since the times it was needed.
I’d put penny over pound that it’ll be somewhere in the project settings, likely in the project includes or the GCC flags.


Yes, that’s true… Hope someone post an updated xcode project.


What I do in cases like this is to grab some example from the devkit ( in this case some deformer example ) and just replace the source code. Sometimes I need to add libraries ( like OpenMayaAnim ) but thats usually it. Xcode drives me crazy and I have a hard time understanding its paradigm. Prolly I am just too used to Visual studio.


nice. They should make a Github page with the updated code.


Ran into this today, so OpenMayaMac is referenced in the prefix header section of the build settings.


And then add “OSMac_” to preprocessor macros.


Successfully compiled fStretch for Maya 2018


Thanks for compiling it for 2018, did you have made some changes to source code?


I took djx sources and tried to recompile it with VS2015. As I mentioned he just added #include <windows.h> in fstretch.h file. There’re some problems with round function so I have to disable it in VS2015 Include folder. I hope it will not raise errors


Update: Compiled fStretch for Maya 2020. The same link


So I remember seeing this thread many years ago and thought that I could help keep the build up to date, but of course got busy and forgot about it entirely. Seeing the thread bumped again, and some other related work that I’m doing, has me thinking that I’d like to clean up the code a bit and get it ready to build against any version of Maya.

What I have now…

  1. I grabbed the Windows .zip of the source
  2. Got rid of all the Visual Studio related files.
  3. Added a simple cmake build that works on Windows, OSX and Linux still to test.
  4. Extracted all of the MEL that was in the C++ files and moved them into their own separate files, which should make it easier for people to update.
  5. Started a bit of documentation on how to build it.
  6. Added the Maya 2019 devkit to the actual build tree, which should make it much easier for people who might want to try to update/build it themselves. Will add other versions of the devkit at some point.
  7. Put it all up on GitHub.

Still TODO:

  1. Test that it works. I actually don’t even know how to use it :blush: , so even though I’ve got it building I’m not sure if I have it all working correctly. Would like to get this figured out before making any other changes. I also don’t know if there were any real differences between the OSX/Linux downloads of the source vs. Windows. Project files included were different but I don’t know if there were any implementation differences.
  2. OSX and Linux builds. Shouldn’t have any problem getting this going, Windows is just my primary so I started there.
  3. Add other versions of the devkit so the build is easy on any OS and for most versions of Maya.
  4. Take a look at performance. I initially commented out a few things in order to get it all going and the threading might still be part of that.
  5. General code clean-up. Not sure if people will want to keep working on the actual node or not, but thought it might make a nice example for people who are trying to learn this kind of thing so it might make sense to at least clean up a few obvious things.

Something I have not changed or removed is the “donation based” nature of the project. I loved where they went with that, recommending that if you found it useful, and were in a situation where you were able to, then a donation to something like the Red Cross would be appreciated if you wanted to show gratitude, so I left that comment in the main readme file.

Hopefully I’ll get it building on all OS’s soon and then I’ll be interested in hearing from anyone would might have time to test it, but wanted to provide an update here before I forget about it again.