QT compilation ... issue

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Timothy Eckstein

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May 25, 2017, 5:25:34 PM5/25/17
to Python Programming for Autodesk Maya
It should be no mystery, or at least it isn't to me anymore, that getting anything to compile for Maya is a Herculean task - right up there with killing the hydra, stealing the apples, or compiling for Maya. Absolutely no joke, I have spent the last 6 months (6 whole months!) trying and failing to compile a QT project for Maya 2017. I'm a Windows guy trying to compile on a Mac for work - how I still have a job is anybody's guess. So let me get strait to it:

When I run the command "make -B -f Makefile.mac NameRedacted.bundle MAYA_VERSION=maya2017;" in the terminal, I get the response:

"ld: framework not found System
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [NameRedacted.bundle] Error 1"

I have seen that this is potentially due to missing QtWidget framework which is totally in the filesystem (/Applications/Autodesk/maya2017/include/qt-5.6.1-include). So what gives? Why does it refuse to compile? If you need more information, I would be happy to offer it but after 6 months I give up on anticipating what is of relevance.

Justin Israel

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May 25, 2017, 5:54:42 PM5/25/17
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On Fri, May 26, 2017 at 9:25 AM Timothy Eckstein <timothy....@gmail.com> wrote:
It should be no mystery, or at least it isn't to me anymore, that getting anything to compile for Maya is a Herculean task - right up there with killing the hydra, stealing the apples, or compiling for Maya. Absolutely no joke, I have spent the last 6 months (6 whole months!) trying and failing to compile a QT project for Maya 2017. I'm a Windows guy trying to compile on a Mac for work - how I still have a job is anybody's guess. So let me get strait to it:

When I run the command "make -B -f Makefile.mac NameRedacted.bundle MAYA_VERSION=maya2017;" in the terminal, I get the response:

"ld: framework not found System
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make: *** [NameRedacted.bundle] Error 1"

Isn't "System" an OSX framework? Seems like your makefile is just missing various system -L paths to find the location of requirements frameworks
 

I have seen that this is potentially due to missing QtWidget framework which is totally in the filesystem (/Applications/Autodesk/maya2017/include/qt-5.6.1-include). So what gives? Why does it refuse to compile? If you need more information, I would be happy to offer it but after 6 months I give up on anticipating what is of relevance.

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Joe Weidenbach

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May 25, 2017, 6:01:44 PM5/25/17
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Yeah, when I was doing Qt development on OSX I needed to make sure that all of the proper frameworks had been added to the xcode project.  It's a matter of finding the frameworks and dragging them in as I recall, but I too am primarily a Windows developer, so I could be missing something.  With that said I just used Chad Vernon's cmake template the last time I did a maya plugin on OSX and it worked brilliantly.

Timothy Eckstein

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Jun 5, 2017, 3:30:18 PM6/5/17
to Python Programming for Autodesk Maya
Thanks for the suggestion and pointing me to Chad Vernon's tutorials. I have successfully built a "Hello World" plugin for Maya. The plugin I've been tasked with making is far more complex requiring QT and all that (not normal QT, mind you, the special flavor of QT used by Maya). So I've been trying to include QT using the instructions found here: http://doc.qt.io/qt-5/cmake-manual.html but no success. You wouldn't happen to have any insights?

fatal error: 'QWidget' file not found

#include <QWidget>

         ^

1 error generated.

Justin Israel

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Jun 5, 2017, 4:09:50 PM6/5/17
to Python Programming for Autodesk Maya
This style of include is for Qt4. In Qt5 they moved the widgets into a new module. 


#include <QtWidgets>


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Timothy Eckstein

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Jun 5, 2017, 5:48:34 PM6/5/17
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Thanks for the quick reply. Unfortunately no difference:

"fatal error: 'QtWidgets' file not found

#include <QtWidgets>"


The link you shared with me talks about a .pro file. The original version of this project had a .pro file but I never could get the darn thing to compile no matter what I did. I have had the absolute best luck compiling the "Hello World" project without one. So if the "Hello World" plugin can compile just fine without a .pro file, then why does this need one? Do I need one? Are there GUI cmake builders out there so I don't have to keep using the console on the Mac because honestly, I just want to click a button and have 6 months of frustration just suddenly disappear - it's a fantasy of mine.

Justin Israel

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Jun 5, 2017, 5:56:29 PM6/5/17
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On Tue, Jun 6, 2017 at 9:48 AM Timothy Eckstein <timothy....@gmail.com> wrote:
Thanks for the quick reply. Unfortunately no difference:

"fatal error: 'QtWidgets' file not found

#include <QtWidgets>"


This means your compilation command is missing the includes for Qt  


The link you shared with me talks about a .pro file. The original version of this project had a .pro file but I never could get the darn thing to compile no matter what I did. I have had the absolute best luck compiling the "Hello World" project without one. So if the "Hello World" plugin can compile just fine without a .pro file, then why does this need one? Do I need one? Are there GUI cmake builders out there so I don't have to keep using the console on the Mac because honestly, I just want to click a button and have 6 months of frustration just suddenly disappear - it's a fantasy of mine.


.pro files are the project files for Qt's build system. You can choose to build with qmake. Or you can choose to have it generate for other build systems like XCode or Make. You do not need a pro file if you aren't going to use qmake. 

If you are having trouble with your cmake build system and you just want the easiest possible approach, then maybe you should switch to just setting up a pro file and using qmake?


Maybe you should just simplify your process completely and use Qt Creator to visually set up everything and compile?
 

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