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Re: Native FxPlug XCode development
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Re: Native FxPlug XCode development


  • Subject: Re: Native FxPlug XCode development
  • From: Darrin Cardani <email@hidden>
  • Date: Mon, 27 Jun 2011 10:12:22 -0700

Christoph,
	If you update your plug-ins to be 64-bit (as described here: <http://lists.apple.com/archives/Pro-apps-dev/2011/Jun/msg00069.html>) they should show up just fine in Motion 5. As mentioned earlier (<http://lists.apple.com/archives/Pro-apps-dev/2011/Jun/msg00092.html>), you then need to create a wrapper for each one to show up in Final Cut Pro X.

Darrin

On Jun 27, 2011, at 9:51 AM, Christoph Vonrhein wrote:

> I'm confused:
>
> 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?
>
> Christoph Vonrhein
> http://www.chv-plugins.com
>
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--
Darrin Cardani
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References: 
 >Native FxPlug XCode development (From: Christoph Vonrhein <email@hidden>)

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