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USD on macOS Maya

vfxpro99 edited this page Feb 10, 2017 · 3 revisions

#Building USD on macOS for Maya

Building USD on macOS for Maya is only supported for Maya 2017.

Obtain the Maya 2017 devkit, and copy the contents of the downloaded DMG file to /Applications/Autodesk/maya2017, replacing the folders that are already there.

To allow USD's discovery of the Maya Sdk, you will need to link devkit/include to the new include location in the maya2017 directory.

cd /Applications/Autodesk/maya2017/devkit/
ln -s ../include include

USD's FindMaya.cmake script searches for GL/GLExt.h in the Maya devkit SDK. That doesn't exist on macOS and the easiest thing to do is to delete that chunk from the cmake script in the USD source. If you don't delete it, then the cmake configuration will fail.

Then, run the script.

  cd ${YOUR_PREFERRED_BUILD_LOCATION}
  git clone https://github.com/vfxpro99/usd-build-club.git
  mkdir USD_maya
  cd USD_maya
  ../usd-build-club/build-macos-maya.sh

The script will package the plug in at the location

/tmp/maya-usd

The final bit of business is to make the plugin relocatable. Run

../usd-build-club/maya/maya-rpath.py

Follow the instructions in

/tmp/maya-usd/README.txt

Open Maya and open the Plugin manager, found at Windows > Settings/Preferences > Plugin-manager. Click Loaded beside pxrUsd.bundle, and click Autoload if you want the plugin automatically loaded at start.

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