Archive for May, 2014


Edge of Tomorrow released

Edge of Tomorrow was released yesterday in the UK and will be released next week in the USA.

I’ve already seen it and it is a truly, truly great movie. Worth watching. And also, sweet, sweet VFX… ^_^


Setting up a VS 2010 C++ Project for a Maya 2014 Plugin

Hello again!

Today I’m going to write a few instructions to setup a C++ project on Visual Studio 2010 so you can create a compile a plugin for Maya 2014.

First thing. Make sure that Visual Studio has the Service Pack 1 installed. Otherwise, even with everything perfectly set up you may get this error when building: LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt

The Plugin wizard doesn’t work, at least for me, so I’ll explain how to setup an empty C++ project and make it work with the Maya API.

I’m working on Windows 7 x64 so make sure the VS project is set for x64.

To get to the Project Properties on Visual Studio you can either righ click on the Project in the Solution Explorer or click on Project>Properties in the menu.

First thing we need to do is go to “Configuration Properties” “General” and set “Target Extension” to “.mll” and make sure that “Configuration Type” is set to “Dynamic Library (dll)”.


Then, on “VC++ Directories” add the following directories:

  • On “Executable Directories” add “C:\Program Files\Autodesk\Maya2014\bin”
  • On “Include Directories” add “C:\Program Files\Autodesk\Maya2014\include”
  • On “Library Directories” add “C:\Program Files\Autodesk\Maya2014\lib”


Next on “C/C++” and “General” add “C:\Program Files\Autodesk\Maya2014\include” on “Additional Include Directories”.


Next make sure “NT_PLUGIN” is on “C/C++” “Preprocessor” “Preprocessor Definitions” list.


Then on “Linker” “General” add the path “C:\Program Files\Autodesk\Maya2014\lib” to the “Additional Library Directories”.


Next, on “Linker” “Input” add the following libs to the “Additional Dependencies” list:

You don’t need them all if you are writting simple plugins and may need additional if you are writting something specific. But those are enough for a simple deformer plugin.


And that is all. This should be enough for your plugin to compile.

Hope that helped.

Jose out.


Setting up PyCharm with Maya 2014 (Windows)

Hi all!

I’m going to write down a simple step by step guide to set up PyCharm (3.1.3) with compatible versions of python (2.7) and PyQT (4.10) with Maya 2014 (Windows x64 Environment). It is quite simple but requires a couple of things that are easy to forget and this is also mainly a remainder for me in case I have to set-up another machine.

  • Install python 2.7 and PyQT 4.10 for python 2.7. Both versions are the ones 100% compatible with Maya 2014.
  • Link the ‘mayapy.exe’ from ‘C:\Program Files\Autodesk\Maya2014\bin’ to a ‘python.exe’. This is so we can set PyCharm python interpreter to this path.
    • Run the command console as administrator.
    • Go to the ‘C:\Program Files\Autodesk\Maya2014\bin’.
    • Run the command “mklink python.exe mayapy.exe”.00
  • Next, on PyCharm go to ‘File>Settings’ and the select ‘Project Interpreter>Python Interpreter’ on the left and set ‘C:\Program Files\Autodesk\Maya2014\bin’ as Default Python Interpeter.
  • 01Then we need to add a couple of helpers to make our lifes easier. This is totally optional but you can get the pymel auto-complete from the Maya 2014 ‘devkit’ path and helpers from PyCharm itself (see image for default paths).
  • 02Once this is done, in order to get PyQT to work there is one last step that needs to be done. I’m not sure if this is the correct way to do it but it works for me. Last thing to do is to copy the ‘PyQt4’ folder and the ‘sip.pyd’ file from the ‘C:\Python27\Lib\site-packages’ into the following Maya folder ‘C:\Program Files\Autodesk\Maya2014\Python\Lib\site-packages’.
  • And that is it. After these simple steps your python code including PyQT should compile and run perfectly on both Maya and PyCharm.


In the following days I’ll try to post a similar step by step guide on how to Setup Visual Studio 2010 with the Maya 2014 API to write plugins. Another task that usually gets frustrating because many little things can go wrong (or simply forgetting one step) and that can get really annoying.

Until then, hope that whoever ends up reading this post finds something useful.

Jose out.



The dev of the next Unreal Tornament starts today

Great news! Didn’t know about this when I recently bought a licence for Unreal Engine just a week ago, but it couldn’t have been better timing.

The development of the next Unreal Tournament begins today… It will be free… And ‘everyone’ will have the chance to help…

Read all about it here:

May 2014