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Building the node
This node can be built using a regular Maya make file or Xcode project.
It also depend’s on your renderer’s Point Cloud API, so you will need that too.
Building requires CMake 2.6 or later.
After installing CMake, you only need to decide three more things:
- Where the Maya you build against is located.
- Which RenderMan compliant renderer you want to build against. Currently supported are PrMan & 3Delight. Support for the Pixie renderer will come soon. This is optional (see below).
- Where to install the resulting plugins, MEL scripts & icons.
1. is set through a variable called MAYA_DIR. This is the root folder of your Maya installation and requires the Maya Development Kit to be present, in the default location.
2. is set through a variable called RMAN. Supported values are “3delight” and “prman”. If this is omitted, “prman” is used.
3. is the output location for the install target, when invoked.
This uses the default variable, CMAKE_INSTALL_PREFIX. So if you don’t set this, it will use your platform’s default (e.g. /usr/local, on CMake Linux).
A typical build session for a Bourne shell would look something like this:
export MAYA_DIR=/usr/autodesk/maya2010-x64 cmake -DCMAKE_INSTALL_PREFIX=$MAYA_DIR -DMAYA_DIR=$MAYA_DIR . make sudo make install
However, to allow using specific install locations three additional variables are supported:
MAYA_PLUGIN_DIR MAYA_SCRIPT_DIR MAYA_ICON_DIR
If omitted, these just inherit their locations from CMAKE_INSTALL_PREFIX:
MAYA_PLUGIN_DIR = $CMAKE_INSTALL_PREFIX/bin/plug-ins MAYA_SCRIPT_DIR = $CMAKE_INSTALL_PREFIX/scripts/others MAYA_ICON_DIR = $CMAKE_INSTALL_PREFIX/icons
This has so far been tested with CMake 2.6 on Linux 64. Mail questions regarding this build system to Moritz Moeller (cmake@virtualritz.com).
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