On Fri, Jan 8, 2016 at 8:16 PM Marcus Ottosson
wrote:
> Ah, is it 2012 even.. Then there doesn't seem to be as much as a glimmer
> of hope for C++11. Thanks Chad for confirming.
>
> About going IPC - i.e. writing something completely external from Maya,
> and integrating by communicating across p
Ah, is it 2012 even.. Then there doesn't seem to be as much as a glimmer of
hope for C++11. Thanks Chad for confirming.
About going IPC - i.e. writing something completely external from Maya, and
integrating by communicating across processes - I have a sneaky suspicion
that Bifrost may do somethin
Maya 2016 technically requires Visual Studio 2012
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=__files_Setting_up_your_build_env_Windows_env_32bit_and_64bit_htm
Although I have heard people have had success using 2013, there's always
the chance you might run into weird crashing issues or
Slightly related question about C++11; given that plug-ins for Maya need to
be compiled with a particular compiler (on Windows, at least), and that
this compiler (MSVC 2013 for Maya 2016) doesn't provide good support for
C++11, is it possible to somehow benefit from a later compiler, such as
MSVC 2
Hi,
with Python API, you can start without problems, but when you will start to
need develop deformers, you will throw away Python API and you will need
for sure switch to C++
I started years ago with David Gould books: http://www.davidgould.com/Books/
but i knew already a bit of C++
After some yea
I hesitated a bit in sharing this, as I can’t vouch for it’s accuracy or
performance, but young Marcus once attempted something along these lines. I
remember also struggling with rotations as well, and detailed variations of
the input surface during the transformation. Maybe my former goals can in
Hello everyone,
I return to this topic I abandoned for lack of time ...
I think doing a lot easier than what I had expected. Instead complicate my
life with the matrix simply play with the normals.
I have a point that a normal.
I have two points, so a direction (so a normal) and length.
So jus