BrainBugz / ReadMeForMaya2012.txt

|Brainbugz recompiled for Maya 2012!|


This is a recompile of Carsten Kolve's boid based brainbugz plug-in for Maya 2012. 
I'm building for x64 with Visual Studio 2010 on Windows 7. Original source can be 
found here: 

I'm hosting a copy of the code with the nessesary Visual C++ solution here:

I've made a few tiny changes to the source to allow compilation for Maya 2012, but
otherwise the code is unchanged. I do not have the time or the resources to
support this build across platforms. If you're reading this and would like to
contribute an XCode build or Linux build, let me know through bitbucket. I'm
also on cgtalk as YourDaftPunk or WhileRomeBurns.


Maya needs to see three things: the plug-in, the mel scripts and the icons. You'll
see three directories in the brainbugz folder called \plugin, \mel, and \icons.

You can copy these folders into the Maya 2012 users folder under a subfolder called


Next, set your Maya environment to be aware of the new files by editing the Maya.env
file here (create this if nessesary):


Add these lines three lines:

    MAYA_PLUG_IN_PATH = C:\Users\*UsrName*\Documents\maya\2012-x64\brainbugz\plugin\win\2012_x64
    MAYA_SCRIPT_PATH = C:\Users\*UsrName*\Documents\maya\2012-x64\brainbugz\mel
    XBMLANGPATH = C:\Users\*UsrName*\Documents\maya\2012-x64\brainbugz\icons

Start Maya, go to Windows > Settings/Preferences > Plug-in Manager and check Loaded
for brainbugz.mll. Open an example scene in brainbugz\examples and see if they 

|Visual Studio Compiling Notes:

If you're compiling brainbugz yourself with Visual Studio, make sure to use the new 
source, or if you redownload the source from Kolve's google code repository, 
change the name of the "inputCurve" attribute in the bbSteeringDesireNode.cpp file
as it clashes with an existing Maya attribute. Simply prefix it with 'bb' like:

    inputCurve = tAttr.create( "bbInputCurve", "bbic", MFnData::kNurbsCurve, &stat );

The only non standard step in the build process is a VC++ Post-Build event which 
calls a tiny batch script to copy the compiled dll to the \plugin directory. It 
then gets renamed to Maya's plugin extension type, '.mll'. The script is located in
the solutions root directory at:


It should build without errors or warnings if you're using the edited source and the 
included solution.

|That's All Folks:

Enjoy the plugin, hopefully it works. If you make something great, let Carsten know:

|Shawn Lipowski
|March 2012