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    Compiling on MAC

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 24/09/2009 at 02:04, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   11.5 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      I have some problem to create a structure project to work with Mac.
      In windows I usually put my plugin directory inside the plugins folder of cinema.
      In Mac (snow Leopard version) seems impossible to copy inside this folder!
      For my test with V11 I used the demo of cinema unzipped inside my user folder, and in this case I was able to copy inside PLUGINS folder and compile properly.
      But with 11.5, cinema is installed inside Application folder and the PLUGINS directory is inaccessible.
      To solve I copied my plugin folder inside the Preferences folder of cinema (Library\Preferences\....\plugins\) but now I'm not able to link the _libs of cinema (cinema4d resource api).
      To solve I changed the C4d_Root user-defined to point to the 11.5 folder, but this doesn't solve!
      Can someone explain me what i have to do?

      Thank's in advanced
      Lorenzo

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 24/09/2009 at 03:18, xxxxxxxx wrote:

        Can't you just copy/move the whole Cinema 4D folder from Applications to your own (develop) directory? From there you can compile from inside the usual plugins folder.
        At least, that's what I do..

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 24/09/2009 at 03:31, xxxxxxxx wrote:

          I was afraid to do this! 🙂
          But if is it possible and I didn't find any better solution, I will follow this path!

          Thank's Scrooge McDuck!

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 24/09/2009 at 07:08, xxxxxxxx wrote:

            This is definitely the way to go. You can copy the entire C4D folder, or just create a new folder in your users directory (name it what you like), then copy the plugins and resource folders from the C4D folder in Applications into that new folder.

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            • H Offline
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 24/09/2009 at 08:21, xxxxxxxx wrote:

              In agreement here as well. I always create a folder in my users folder for the Cinema 4D version and copy over the resource and plugins folders. To make access to other resources easy I also copy the modules folder into the resource folder modules contents - on a Mac you might need to do this carefully so as not to replace the resource folder. Then my plugin project is created in the plugins folder there.

              I just wish Xcode had a Post-build option like Visual Studio which is used to copy to production - that is, copy the res and plugin files to the live Cinema 4D installs and run C4D for immediate testing after a build.

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              • H Offline
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 26/09/2009 at 11:38, xxxxxxxx wrote:

                Robert -
                Regarding post-build, you actually can do this in Xcode too:
                ----------------------
                1. right-click the target in question
                2. choose Add > New Build Phase > New Run Script Build Phase
                3. double-click the new Run Script target
                4. enter the shell you want to use ( I use /bin/tcsh )
                5. write your script
                ----------------------
                There is also a 'Copy Files' build phase too, but I have never tried that - I prefer to script it like in VS.
                Cheers,
                JD

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