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How to build plugins for Autodesk Maya

Please note this is for OSX, and isn’t really intended for public consumption as some of it refers to my setup.

Run:

export MAYA_LOCATION=/Applications/Autodesk/maya2018/Maya.app/Contents

vim $HOME/.profile

Add exportMAYA_LOCATION=/Applications/Autodesk/maya2018/Maya.app/Contents

Esc > :wq > enter

mkdir -p $HOME/devkit/plug-ins

cd $HOME/devkit/plug-ins

cp -r /Applications/Autodesk/maya2018/devkit/plug-ins/* .

Uncomment and set the DEVKIT_LOCATION variable in ‘devkit/plug-ins/buildconfig’ to the location of the devkitBase:
 

DEVKIT_LOCATION = /users/johnplayer/devkitBase

make clean

make

If you get a libxml error run:

sudo installer -pkg /Library/Developer/CommandLineTools/Packages/macOS_SDK_headers_for_macOS_10.14.pkg -target /

Then run ‘make’ again

cd $HOME/devkit/plug-ins

mkdir plug-ins scripts icons

cp */*.bundle plug-ins

cp */*.{mel,py} scripts

cp */*.{png,xpm,cur,rgb} icons

Create a Maya.env file and populate with the following:

MAYA_PLUG_IN_PATH = $HOME/devkit/plug-ins/plug-ins 

MAYA_SCRIPT_PATH = $HOME/devkit/plug-ins/scripts 

XBMLANGPATH = $HOME/devkit/plug-ins/icons/%B

Save this file to the following directories:

johnplayer/Library/Preferences/Autodesk/maya

johnplayer/Library/Preferences/Autodesk/maya/2018

Now when you start up Maya and bring up the Plug-in Manager you’ll see all of the Developer Kit plug-ins, listed within a common section.

Published inMayaPythonscripting