Yeah, when I was doing Qt development on OSX I needed to make sure that all
of the proper frameworks had been added to the xcode project.  It's a
matter of finding the frameworks and dragging them in as I recall, but I
too am primarily a Windows developer, so I could be missing something.
With that said I just used Chad Vernon's cmake template the last time I did
a maya plugin on OSX and it worked brilliantly.

On Fri, May 26, 2017 at 9:54 AM Justin Israel <[email protected]>
wrote:

> On Fri, May 26, 2017 at 9:25 AM Timothy Eckstein <
> [email protected]> wrote:
>
>> It should be no mystery, or at least it isn't to me anymore, that getting
>> anything to compile for Maya is a Herculean task - right up there with
>> killing the hydra, stealing the apples, or compiling for Maya. Absolutely
>> no joke, I have spent the last 6 months (6 whole months!) trying and
>> failing to compile a QT project for Maya 2017. I'm a Windows guy trying to
>> compile on a Mac for work - how I still have a job is anybody's guess. So
>> let me get strait to it:
>>
>> When I run the command "make -B -f Makefile.mac NameRedacted.bundle
>> MAYA_VERSION=maya2017;" in the terminal, I get the response:
>>
>> "ld: framework not found System
>> clang: error: linker command failed with exit code 1 (use -v to see
>> invocation)
>> make: *** [NameRedacted.bundle] Error 1"
>>
>
> Isn't "System" an OSX framework? Seems like your makefile is just missing
> various system -L paths to find the location of requirements frameworks
>
>
>>
>> I have seen that this is potentially due to missing QtWidget framework
>> which is totally in the filesystem
>> (/Applications/Autodesk/maya2017/include/qt-5.6.1-include). So what gives?
>> Why does it refuse to compile? If you need more information, I would be
>> happy to offer it but after 6 months I give up on anticipating what is of
>> relevance.
>>
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