site_archiver@lists.apple.com Delivered-To: pro-apps-dev@lists.apple.com I'm confused: Christoph Vonrhein http://www.chv-plugins.com _______________________________________________ Do not post admin requests to the list. They will be ignored. Pro-apps-dev mailing list (Pro-apps-dev@lists.apple.com) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/pro-apps-dev/site_archiver%40lists.ap... Everybody over here is talking about building plugins by starting within Motion 5. I've read somewhere that "native FxPlug" plugins are not yet supported by Motion 5 and FCP X. I was just compiling the SimpleMatte example with XCode and it works perfectly with Motion 5 (I didn't open FCP X, so I don't know if it also works with FCP X... but I guess it will). I was just trying to compile one of my FxPlug plugin with the new 2.0 SDK. The result: Motion 5 crashes big time. I guess that, when I "implant" my code into the Simplematte example, then I will get my code to run under Motion 5 and FCP X. Am I right with my assumption? So what's holding me back to develop/convert/adapt plugins the "old fashioned way" in C++ with XCode? This email sent to site_archiver@lists.apple.com