building c++ plugins for 7.01

Discussions concerning programming of SOFTIMAGE©
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Daniel Brassard
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Joined: 18 Mar 2010, 23:38
Location: St. Thomas, Ontario
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Re: building c++ plugins for 7.01

Post by Daniel Brassard » 25 Jan 2015, 16:36

Good to ear that you can compile and test your plugins. To compile for Windows 8.1 you will need the SDK:

https://msdn.microsoft.com/en-us/window ... 62891.aspx

The SDK come with .Net 4.5.1 and the DirectX SDK. These features require Visual Studio 2013 Update 2 or later. Unfortunately, the SDK is only compatible with Win8, 8.1, 7 and Windows Server 2012, Windows Server 2008 R2. It does not look like that the SDK is compatible with 2005.
$ifndef "Softimage"
set "Softimage" "true"
$endif

mantom
Posts: 10
Joined: 21 Nov 2014, 07:55

Re: building c++ plugins for 7.01

Post by mantom » 02 Feb 2015, 06:15

Manticor wrote:Just one more question (sorry)

Do I absolutely have to use vs2005 ? or is it possible to compile the same output with a newer version such as vs2008 or vs2010 ?

No. At Carbine we always used a newer version of Visual Studio than was supported by Autodesk/Softimage and didn't run into any problems. We have successfully used VS 2010 to compile plugins for Softimage 7.5, for example. I think we even compiled for Softimage 7.5 using VS 2012.

The only stipulation is you should stick strictly to the compile and link flags provided in the SDK documentation. It'll take a little futzing around to get it right the first time. The easiest path is to use the SDK Wizard to generate your plugin files, then let VS update them when you try to open them in the IDE.

Just make sure to install the proper VC++ runtimes so your plugin will run when all is said and done....if you run the plugin on a machine other than which you compiled it.

Matt

Manticor
Posts: 160
Joined: 09 Jun 2011, 22:41

Re: building c++ plugins for 7.01

Post by Manticor » 03 Feb 2015, 16:24

Thank you all very much for the helpful info .

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