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usdMaya for OSX #10
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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++ |
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.
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Sorry 2017 still uses libstdc++ |
I don't trust that page :) Also, running 'otool -L maya' shows it linking to libc++. |
Filed as internal issue #135162. |
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)
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 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... |
You need the devkit from ADN |
…aco_dev_2019-07-19 Squashed commits of Draco plugin for USD.
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.
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