[Tutor] CGKit

Kent Johnson kent37 at tds.net
Thu Oct 5 16:32:05 CEST 2006


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 at python.org
> http://mail.python.org/mailman/listinfo/tutor
> 
> 




More information about the Tutor mailing list