Comments (6)
The specific versions to compile against are stated in the DEVELOPER.md
. Note that it states a specific commit of the repositories and not solely the version, so make sure you check out that commit and build it.
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Ok I'm down to two linker errors now.
"C:\maya_usd\build\Release\plugin\al\lib\AL_USDMaya_AL_USDMaya.vcxproj" (default target) (19) ->
(Link target) ->
wrapTranslatorContext.obj : error LNK2005: "class AL::usdmaya::nodes::ProxyShape const volatile * __cdecl boost::get_pointer(class AL::usdmaya::nodes::ProxyShape const volatile *)" (??$get_pointer@$$CDVProxyShape@nodes@usdmaya@AL@@@boost@@YAPEDVProxyShape@nodes@usdmaya@AL@@PEDV1234@@z) already defined in wrapProxyShape.obj [C:\maya_usd\build\Release\plugin\al\lib\AL_USDMaya_AL_USDMaya.vcxproj]
C:\maya_usd\build\Release\plugin\al\lib\AL_USDMaya\Release_AL_USDMaya.pyd : fatal error LNK1169: one or more multiply defined symbols found [C:\maya_usd\build\Release\plugin\al\lib\AL_USDMaya_AL_USDMaya.vcxproj]
from maya-usd.
Perfect! I believe a fix for that is described here: #50 (comment)
Also note that you can put a code block in your Github comments using markdown making your error logs more readable. To do so you can do 3x` before and after the text.
Making it look like:
Code block
Look up code blocks in Markdown :)
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Yeah issue #50 (comment) fixed it. I completely removed the line like he did. In summary it was an issue of me not reading/not knowing about the https://github.com/Autodesk/maya-usd/blob/refactoring_sandbox/doc/DEVELOPER.md#branch-versions file, and combining the two fixed mentioned in previous issues. Thanks for the quick assistance.
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FYI. Merged the fix #58
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@kxl-adsk be aware that this exact if statement didn't fix it on my end at the time as described here.
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Related Issues (20)
- Textures are missing when using "Edit As Maya Data" HOT 3
- Exporting a StandardSurface with a bump map to MaterialX does not work.
- Meshes import primvars incorrectly when using left handed orientation
- Pickwalk down onto deactivate prim crashes Maya HOT 3
- Have the skeleton prim to root joint mapping available in the import chaser sdf to dag node map when the skeleton prim is not named the same as the root node and maya:generated = 1 HOT 2
- Exporting curves to USD, meters per unit ignored HOT 1
- can not save usdstage edits to usdproxyshapes referenced in maya file HOT 3
- Loading stage layers under new parent xform HOT 6
- Allow for 1-to-1 shader translation HOT 1
- [EMSUSD-1276] Relative paths are not retained in mayaUsdProxyShape.filePath attributes HOT 2
- Merge Maya Edits to USD, when Skeletons are involved, ends up in an error HOT 5
- mayaUsdExport wrongly translates file texture names with envvar expansions.
- Ability to route prim metadata edits
- Importing files with explicit normals (in this case from CAD data) discards (or recomputes) normals HOT 1
- Improving referencing of materialX files HOT 2
- Pixar Light Colors Gama Corrected HOT 1
- Build script cannot detect a suitable python version HOT 12
- Accessing JobExportArgs "referenceObjectMode" or "exportRelativeTextures" from Python would cause Maya to crash HOT 1
- An issue with Qt while building HOT 1
- ufe.PathString.path returns incorrect path if given path starts with |world HOT 8
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