Comments (4)
@robertlong That's amazing! I'm honored 👍
Currently the dependencies
folder lists:
COLLADA2GLTF
GSL
cpp-linq
All of these should be platform independent.
From COLLADA2GLTF
, I only use the GLTF
submodule.
I don't use cpp-linq
that much, so if needed it could be removed by changing a few lines of code (as a C# LINQ fan, I discovered this library too late, otherwise I would have used it a lot).
I do use windows-specific code for fatal exception handling, but that is inside a #ifdef _MSC_VER
.
In general, I wrote this code to be platform independent.
The main concerns are:
C++17
using namespace std::experimental
forfilesystem
andpath
classes
I just pushed a commit that removed some unused #include
statements, so porting will be easier.
Again, thanks a lot!
Peter
PS: I'm not 100% happy with the current code base, but I will never be ;-) The original plan was to create MayaXXX
specific classes to convert Maya's dependency graph into something easier to convert to whatever format, and then ExportableXXX
classes that took care of the actual GLTF export, but when I started implementing skinning and animation, I wasn't able to keep this up... That's why the architecture is not perfect yet, but it requires a lot of refactoring to get it right, and might not be worth it.
from maya2gltf.
The cmake
branch now contains an experimental MacOS version. As soon as this is merged into master, I will close this issue.
from maya2gltf.
As soon as this is merged into master, I will close this issue.
from maya2gltf.
The plugin works on MacOS now, we just need an installer.
from maya2gltf.
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from maya2gltf.