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It would be nice if we could have the Maya plugin work for both Windows and MacOS, however there's alot of work needed to get it to a state where we can even build for MacOS.
refactor out Windows-specific .NET Standard libraries to use portable, .NET core compatible solutions
For example, we are using System.Windows.Forms for our GUI and System.Drawing for a number of structures and functionality. Also, we are using SharpDX for our matrix math in Tools for instance. We may want to get an exhaustive list of windows-only dependencies we're taking
Redo GUI
Since we'd need to move away from Windows Forms as our GUI solution, it follows that our GUI would need to be recreated in whatever solution we choose. This is definitely not a trivial task, given the ~dozen of views we have for this project. It may be a good time to consider redesigning how we want to present the different functionality we provide across the different controls. I would expect that we would want to reuse as many controls as possible between 3dsMax and Maya.
standup mac OSX build
I'm not sure how the plugin format differs between Maya for windows and MacOS, but if we cannot reuse the Windows build binaries on MacOSX, we would have to standup some CI system for MacOS as well.
The text was updated successfully, but these errors were encountered:
It would be nice if we could have the Maya plugin work for both Windows and MacOS, however there's alot of work needed to get it to a state where we can even build for MacOS.
For example, we are using
System.Windows.Forms
for our GUI andSystem.Drawing
for a number of structures and functionality. Also, we are usingSharpDX
for our matrix math inTools
for instance. We may want to get an exhaustive list of windows-only dependencies we're takingSince we'd need to move away from Windows Forms as our GUI solution, it follows that our GUI would need to be recreated in whatever solution we choose. This is definitely not a trivial task, given the ~dozen of views we have for this project. It may be a good time to consider redesigning how we want to present the different functionality we provide across the different controls. I would expect that we would want to reuse as many controls as possible between 3dsMax and Maya.
I'm not sure how the plugin format differs between Maya for windows and MacOS, but if we cannot reuse the Windows build binaries on MacOSX, we would have to standup some CI system for MacOS as well.
The text was updated successfully, but these errors were encountered: