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.
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
- cmake 3.14 or newer
- make
- gnu c++ toolchain, 7.5 or newer
- git
- glib2-dev or apr-utils for base64 encoding/decoding
- python-dev (optional)
- Open a terminal
git clone <URL>
, where<URL>
is the project's clone urlcd riggingTools
mkdir build
cd build
-cmake -DCMAKE_BUILD_TYPE=Release ..
cmake -DCMAKE_BUILD_TYPE=Debug ..
for a debuggable build
make
- macOS computer with Xcode and Command Line Tools installed
- cmake 3.14 or newer
- Xcode
- git (or use the built-in git packaged with Xcode)
- python-dev (optional)
- Open a terminal
git clone <URL>
, where<URL>
is the project's clone urlcd riggingTools
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release ..
cmake -DCMAKE_BUILD_TYPE=Debug ..
for a debuggable buildcmake -G Xcode .. -DCMAKE_OSX_ARCHITECTURES=<arch>
for an Xcode project (<arch> is your target architecture, I.E x86_64, arm64, etc)
make
iOS only supports client-side utilities and not python.
- 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)
- Open a terminal
git clone <URL>
, where<URL>
is the project's clone urlcd riggingTools
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':
- Change the target device from 'My Mac' to the device/simulator you are building for (this won't build for macOS):
- Add a Copy Bundle Resources phase to 'testIos':
- Drag-and-drop a rig file to this new build phase
--WIP-- Android only supports client-side utilities and not python.
- cmake 3.14 or newer
- NDK
- make
- git
- Open a terminal
git clone <URL>
, where<URL>
is the project's clone urlcd riggingTools
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
- cmake 3.14 or newer
- Visual Studio 2017 or later
- Ensure you have the 64-bit C++ development tools, sometimes this isn't installed by default
- git (or use the built-in git packaged with Visual Studio)
- python-dev (optional)
- Open a terminal
git clone <URL>
, where<URL>
is the project's clone urlcd riggingTools
- 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' ..
- For a UWP build:
devenv riggingTools.sln /Build Release
- For a debug build:
devenv riggingTools.sln /Build Debug
- For a debug build:
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.