Our Rigging Dojo Alum and recent student of our API course, Alex Widener, was kind enough to write up how to get Xcode working with Maya.
The full PDF is here along with the DMG file.
The requirements according to Autodesk are to be using Xcode 5.0.2 with the 10.8 SDK(comes
with it). Xcode 6 does not have this SDK.
Unfortunately, when Apple updates Xcode it breaks everything, every time. Xcode 5.0.2 is not
available for download through Apple now that Xcode 6.0.1 is out. However, 10 seconds of
internet searching led me to the download for it. I’m not going to give out links for the legal
protection of RD, but if you’re the least bit internet savvy, you’ll be able to get it.
That being said, I compiled a few plugins on Xcode 6.0.1 and did not have a problem, and I
used the 10.9 SDK. As it is not officially supported through Autodesk, use at your own risk.
What will follow will be showing you how to set up Xcode to work with Maya and get to a
compiled plugin. In addition, I will discuss some differences between Marco’s setup in Visual
Studio vs. the Xcode template setup and what you can do.
Disclaimer: I do not take any credit for the files in the DMG. They are all property of Autodesk
and Cyrille Fauvel who was generous enough to update the Xcode files when I sent him an email
asking a few questions about getting set up. If you get this working, please send Cyrille an
e-mail thanking him. It is only because of him that this exists.
You can visit his website at around-the-corner.typepad.com
If you need more help, my e-mail address is alexwidener at gmail dot com