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usdMaya for OSX #10

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zhoub opened this issue Jul 29, 2016 · 7 comments
Closed

usdMaya for OSX #10

zhoub opened this issue Jul 29, 2016 · 7 comments

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@zhoub
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zhoub commented Jul 29, 2016

Hi !

I'm trying to build usdMaya but I think that's not possible because on the MAC even Maya 2017 it was still built with libstdc++, and USD it's using C++11 everywhere, but useMaya refers to the MPxData which has the interfaces refer to the std::ostream directly, so there is the conflict on the linking.

Undefined symbols for architecture x86_64:
"MPxData::readBinary(std::__1::basic_istream<char, std::__1::char_traits >&, unsigned int)", referenced from:
vtable for UsdMayaStageData in stageData.cpp.o
"MPxData::writeASCII(std::__1::basic_ostream<char, std::__1::char_traits >&)", referenced from:
vtable for UsdMayaStageData in stageData.cpp.o
"MPxData::writeBinary(std::__1::basic_ostream<char, std::__1::char_traits >&)", referenced from:
vtable for UsdMayaStageData in stageData.cpp.o

@serguei-k
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Haven't tried to build it myself yet but just wanted to note that starting from 2016.5 Maya on OSX links against libc++

@drwave
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drwave commented Aug 2, 2016

That’s good news.

There’s a similar issue w/SketchUp 2016 and the fact that they use libstdc++. My understanding is that they are switching to libc++ for 2017.

On Aug 1, 2016, at 11:30 PM, Serguei Kalentchouk notifications@github.com wrote:

Haven't tried to build it myself yet but just wanted to note that starting from 2016.5 Maya on OSX links against libc++


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@zhoub
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zhoub commented Aug 2, 2016

@serguei-k
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I don't trust that page :)
We've been building our plugins against libc++ starting with 2016.5, in various venues AD engineers have said that they build against libc++ at this point.

Also, running 'otool -L maya' shows it linking to libc++.

@amooty
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amooty commented Aug 2, 2016

Filed as internal issue #135162.

pixar-oss pushed a commit that referenced this issue Aug 15, 2016
issue #10. It turns out that github markdown changes all anchors to
lowercase during html generation. So a heading like # Foo Bar becomes
somePage.html#foo-bar.

(Internal change: 1640808)
@drwave
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drwave commented Sep 6, 2016

Anybody made any progress on getting the Maya plug-ins to compile with the maya2017 devkit? I'm very close, but am down to something that must be silly - when linking I'm getting a bunch of undefined symbols for MObject::

MObject::kNullObj
MObject::MObject(MObject const&)
MObject::MObject()
MObject::~MObject()
MObject::operator=(MObject const&)
MObject::hasFn(MFn::Type) const
MObject::isNull() const
MObject::apiType() const
MObject::operator==(MObject const&) const
MObject::operator!=(MObject const&) const

doing nm in /Applications/Autodesk/maya2017/Maya.app/Contents/MacOS/*dylib I'm actually not seeing that class defined, but I realize that it's the root class for a lot of plug-in stuff, so I'm missing something obvious...

@zhoub
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zhoub commented Sep 7, 2016

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