Carlos wrote: > Hi Kent, > > Probably I'm totally missing something, but...
No, your analysis looks correct to me. Sorry, this goes beyond my ability to help you. Is there a Maya or CGKit mailing list where you can ask? The compiled plugin may be available from another source. Kent > > I think there is not a compiled plug-in, if you go here > http://cgkit.sourceforge.net/#download you are going to see that : " The > Maya Python package (i.e. the Maya plug in and the actual Python > package) is a separate package that can be downloaded from the above > page as well. Currently, only the sources are available." > > The pages that you are pointing are installation instructions, but they > not point to the compiled plug-in. If you go to the project download > page <http://cgkit.sourceforge.net/#support> you will see the cgkit and > maya sections, inside the maya section there are some files, but none of > them is the plug-in itself, only the sources (I think). I have found > that you can compile the plug-ins with scons instead of boost and seems > to be easier. I just need to now how to set some paths. Here is what the > readme of the file says: > > > "The plugin is built using SCons (www.scons.org). If necessary, you can > do customizations in a file config.py where you can set additional > include paths and library paths in the lists CPPPATH and LIBPATH. Example: > > CPPPATH = ["...path1...", "...path2...", ...] > LIBPATH = ["...path1...", "...path2...", ...] > > You have to make sure that the Maya SDK and the Python SDK can be found. > To compile the plugin you have to call "scons" in the root directory of > the sourcepy plugin (where the SConstruct file is located). If > everything went fine, the result will be in the bin subdirectory (the > file will be called sourcepy.mll or sourcepy.so) from where you can copy > it to any convenient place where Maya is able to find it." > > I hope that someone can tell me how to do this. > Carlos > > > > "" > > Thanks > Carlos > > Kent Johnson wrote: >> Carlos wrote: >>> Thanks Luke and Kent, >>> >>> To get CGKit running I need to do two different things: >>> >>> First the Python Computer Graphics Kit is composed by an >>> "cgkit-2.0.0alpha6.win32-py2.4.exe" file and some dependencies that >>> are PyProtocols, numarray, PyOpenGL, PIL, pygame, PyODE and pySerial, >>> with the exception of PyProtocols I have installed all of them. When >>> I try to install PyProtocols from the command prompt it tells me that >>> " The .NET Framework SDK needs to be installed before building >>> extensions for Python." I went to Microsoft and installed the >>> "Microsoft .NET Framework SDK v2.0", but the problem persists. >>> >>> The second part is the Python Maya Plug-In. I think that this is the >>> tricky one, it is asking me to install Py++, that I have already >>> installed. Now my problem comes when I have to compile the source >>> code with Boost.Python, this one asks for Boost Jam and Boost. I have >>> been trying to install this things but still have no clue at how. >> Use the compiled plug-in. This page: >> http://cgkit.sourceforge.net/mayadoc/install.html >> says to copy sourcepy.mll to the Maya plug-in directory. >> >> Python extensions for Windows are usually distributed as binaries >> because so many people do not have the resources and knowledge to >> compile them. I don't see anything in the Maya plugin docs to indicate >> that you have to build it from source. >> >> Kent >> >> >> > > > _______________________________________________ > Tutor maillist - Tutor@python.org > http://mail.python.org/mailman/listinfo/tutor > > _______________________________________________ Tutor maillist - Tutor@python.org http://mail.python.org/mailman/listinfo/tutor