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.
Cheers!
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.
Cheers!
same problem here; Managed to make it work by adding -mmacosx-version-min=10.6 -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.6.sdk
Found this through google.Will it help you any?
Yes! I’m a ‘dude’ too!
fStretch2 for OSX Maya 2016:
http://www.corsopc.it/files/fStretch.bundle
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.
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.
Ran into this today, so OpenMayaMac is referenced in the prefix header section of the build settings.
Successfully compiled fStretch for Maya 2018
https://drive.google.com/open?id=1Pi_8XruDriXFN_Oq8o6VyjoH7LwHDEfH
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
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…
Still TODO:
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.