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Devkit - Nothing will load after build Mac OSX

Devkit - Nothing will load after build Mac OSX

Anonymous
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Message 1 of 9

Devkit - Nothing will load after build Mac OSX

Anonymous
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Has anyone successfully built a plug-in that loads in 2011?
none of my custom builds work they all say "Unable to dynamically load ...etc"

so I tried something simple like circleNode.xproj

build it....same thing.

Mac OSX 10.5.8
Xcode 3.1.4

all the builds for previous maya versions work fine so I am thinking something needs to be updated in the project settings, but can't figure it out
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Message 2 of 9

Anonymous
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Further testing to make sure I'm not crazy, even though I did test a basic circleNode.xproj. I have taken a plug-in (All on the exact same Mac).

-Compile it for 2010
-load 2010.
-Load the plug-in. It loads fine, all features and functions

Now just to try to eliminate user error.

-Duplicate the project and rename it to myProject2011.xproj
-Edit project settings to say "2011" wherever 2010 was
-build the project.....NO ERRORS, compiles just fine
-attempt to load that plug-in in 2011
"error does not match current architecture."

Nothing in the docs about a change to the project settings that I can find
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Message 3 of 9

Anonymous
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Hi,

I've had a little bit of success in building some of Jan Sandström's shaders for 2011. I'm no developer, but I managed to fumble my way through..

The problem that you're getting is that the 2010 (and earlier) plugs are all 32 bit, they've got to be 64-bit or 32/64 fat binaries for them to work. Anything else will just give you a spinning beachball at rendertime (for shaders).

The makefile that I used to get this going was written by Trey Harrell (thanks Trey!). If you look on the download page of his site, then the first download (th_domeAFL.zip) contains useful stuff for building 64bit shaders.

I've not tried this with xcode, but I'm guessing that you'd need to use a different project type to build for 64-bit.

Cheers,
Ian
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Message 4 of 9

Anonymous
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Awesome detective info. That is actually what I was guessing as well. I do have the x86_64 architecture in the project settings, but I guess that's not the right kind of magic. There must be something simple in XCode that I am missing as far as setting everything to 64.
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Message 5 of 9

Anonymous
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GOT IT!
had to remove all the ppc architectures
switch to 32/64bit universal
mase SDK 10.5

all of which should have been set automatically becaues I was using the build for this system option. Only thing I can think of is the ppc architectures...who knows.
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Message 6 of 9

Anonymous
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Hi,

Glad you got it sorted out. There's a load of useful info on translating code for 64-bit at:

http://developer.apple.com/mac/library/documentation/Darwin/Conceptual/64bitPorting/intro/intro.html...

Cheers,
Ian
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Message 7 of 9

Anonymous
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I am having this problem with all my Plug-in builds (failing with: "Error: does not match the current architecture") did you make these changes in Xcode? Can you tell me how/where?

Thanks, Pif.
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Message 8 of 9

Anonymous
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I removed all pcc references, assigend it to 10.5 sdk, and am getting the same error as Pif. dreidrage, can you upload the xcode file you used?
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Message 9 of 9

Anonymous
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I figured this out.

In Xcode 4.x, select the project at the top left of the window, then select the Target. you'll see a whole bunch of build settings. "Basic" and "Combined" are probably selected. select "All", this will reveal what you need to change. Under Architectures > Archs Change to 64-bit and set SDKROOT to Latest Mac OS X.

Then you can run in 64-bit mode and still run your compiled plug-ins.

I hope this is clear. I'll check back and clarify if necessary.

UPDATE: I've posted a complete description here:

http://area.autodesk.com/forum/autodesk-maya/sdk/maya-devkit-on-mac-osx-106#p224784

-pif
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