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Build overview

The server-side tools can be built for Linux, macOS, and Windows. The client-side rig2c* tools can be built for Linux, macOS, Windows, iOS, and Android. The basic steps to build are:

  • Install build tools
  • clone the git repository
  • run cmake
  • run the build tool (make, visual studio, etc.)

All output files are placed in the repository's bin folder. kp2rig requires additional setup to run.

Python

An installation of python-dev is optional and not required for Blender because Blender provides a local installation. If you don't need/want python support then add the following cmake argument:

  • -DWITH_PYTHON=NO

Linux

Requirements

Get the code

  • Open a terminal
  • git clone <URL>, where <URL> is the project's clone url
  • cd riggingTools

Build all projects

  • mkdir build
  • cd build -cmake -DCMAKE_BUILD_TYPE=Release ..
    • cmake -DCMAKE_BUILD_TYPE=Debug .. for a debuggable build
  • make

macOS

Requirements

Get the code

  • Open a terminal
  • git clone <URL>, where <URL> is the project's clone url
  • cd riggingTools

Build all projects

  • mkdir build
  • cd build
  • cmake -DCMAKE_BUILD_TYPE=Release ..
    • cmake -DCMAKE_BUILD_TYPE=Debug .. for a debuggable build
    • cmake -G Xcode .. -DCMAKE_OSX_ARCHITECTURES=<arch> for an Xcode project (<arch> is your target architecture, I.E x86_64, arm64, etc)
  • make

iOS

iOS only supports client-side utilities and not python.

Requirements

  • macOS computer with Xcode and Command Line Tools installed
  • cmake 3.16 or newer
  • Xcode
  • git (or use the built-in git packaged with Xcode)

Get the code

  • Open a terminal
  • git clone <URL>, where <URL> is the project's clone url
  • cd riggingTools

Build all projects

  • mkdir build
  • cd build
  • cmake .. -G Xcode -DCMAKE_SYSTEM_NAME=iOS
  • Open the created project in Xcode
  • Select a Development Team for the target 'testIos': Set the Development Team
  • Change the target device from 'My Mac' to the device/simulator you are building for (this won't build for macOS): Set the Target Device
  • Add a Copy Bundle Resources phase to 'testIos': Add build phase
  • Drag-and-drop a rig file to this new build phase

Android

--WIP-- Android only supports client-side utilities and not python.

Requirements

Get the code

  • Open a terminal
  • git clone <URL>, where <URL> is the project's clone url
  • cd riggingTools

Build all projects

  • mkdir build
  • cd build
  • cmake .. -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=<ndk_path>/build/cmake/android.toolchain.cmake -DANDROID_PLATFORM=25
    • cmake .. -DCMAKE_BUILD_TYPE=Debug -DCMAKE_TOOLCHAIN_FILE=<ndk_path>/build/cmake/android.toolchain.cmake -DANDROID_PLATFORM=25 for a debuggable build
  • make

Windows

Requirements

Get the code

  • Open a terminal
  • git clone <URL>, where <URL> is the project's clone url
  • cd riggingTools

Build all projects

  • Open a Visual Studio Command Prompt. This is important because a normal command prompt will NOT have the environment set correctly.
    • This can be opened by starting Visual Studio and navigating the menu: Tools->Visual Studio Command Prompt
  • mkdir build
  • cd build
  • cmake ..
    • For a UWP build: cmake -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION='10.0' ..
  • devenv riggingTools.sln /Build Release
    • For a debug build: devenv riggingTools.sln /Build Debug

Deploy

VC++ Redistributable is required on target (non-development) PCs. This is typical for applications released for Windows, often the installer packages this as part of the application.