Makehuman for OSX El Capitan Ver 10.11.6

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Makehuman for OSX El Capitan Ver 10.11.6

Postby uncle808us » Wed May 02, 2018 2:05 pm

The 1.1.1. Mac build cannot be opened on OSX El Capitan
Ver 10.11.6
Will there ever be a build for 10.11.6?
Thank you.
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OSX El Capitan
Ver 10.11.6
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby RobBaer » Wed May 02, 2018 7:30 pm

Unfortunately, there has been no progress in this area since we last discussed this: viewtopic.php?f=3&t=14380&p=40277&hilit=macos+el+capitan#p44316

I wonder if you ever had a chance to try running from source. As pointed out in the previous thread, no one I know of has access to El Capitan to even be doing testing and identify the issue. My guess is that it is one of the dependencies like opengl, numpy, or pyqt4. If you run from source, you might be able to put together a combination that works with the MakeHuman 1.1.1 source AND with El Capitan.

The screen you supply does not give us much to go on. Do you learn anything more if you try to start MakeHuman from the terminal?
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby joepal » Thu May 03, 2018 11:37 am

We would need either someone who took more permanent responsibility for the mac builds, or that someone donates a mac so we can set up builds on it.

Best solution until either of these happen is to try to run from source

(and no, I can't really help with that either, since I don't have a mac, nor use macs otherwise)
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby uncle808us » Thu May 03, 2018 2:48 pm

RobBaer wrote:Unfortunately, there has been no progress in this area since we last discussed this: viewtopic.php?f=3&t=14380&p=40277&hilit=macos+el+capitan#p44316

I wonder if you ever had a chance to try running from source. As pointed out in the previous thread, no one I know of has access to El Capitan to even be doing testing and identify the issue. My guess is that it is one of the dependencies like opengl, numpy, or pyqt4. If you run from source, you might be able to put together a combination that works with the MakeHuman 1.1.1 source AND with El Capitan.

The screen you supply does not give us much to go on. Do you learn anything more if you try to start MakeHuman from the terminal?

I have no idea how to run it from source. That screen is all the info I get. Sorry. as for the dependencies I'm at a loss due to ignorance.I suppose I will just have to stay with the older version. Thank you for your time.
OSX El Capitan
Ver 10.11.6
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby hdusel » Thu Aug 09, 2018 1:05 pm

Howdy,

this is Peter - the (old) maintainer for the OS X Build... ...before MH has been moved to 99,9% Python code. Maybe someone of the old team members remember me...

Please visit http://www.makehumancommunity.org/forum/viewtopic.php?p=45459#p45459. This will solve the issue and MH 1.1.1. will run even on Mac OS 10.11 alias El Capitan.

@Developers: You may consider to integrate this modified MakeHuman into the BuildProcess. I had an peek into the github repo for MH but didn't found any OS Specific glue code. Especial neither the source nor the build rules which acually builds the architecture specific exe "MakeHuman" for OS X.

BR - Peter -
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby RobBaer » Thu Aug 09, 2018 1:36 pm

hdusel wrote:Howdy,

this is Peter - the (old) maintainer for the OS X Build... ...before MH has been moved to 99,9% Python code. Maybe someone of the old team members remember me...

Please visit http://www.makehumancommunity.org/forum/viewtopic.php?p=45459#p45459. This will solve the issue and MH 1.1.1. will run even on Mac OS 10.11 alias El Capitan.

@Developers: You may consider to integrate this modified MakeHuman into the BuildProcess. I had an peek into the github repo for MH but didn't found any OS Specific glue code. Especial neither the source nor the build rules which acually builds the architecture specific exe "MakeHuman" for OS X.

BR - Peter -


Nice to meet you Peter. I was not around in your time, but I still am appreciating and benefiting your work. ;) It's what community is all about, so a late thanks for your contributions.

The current Mac builder code (as nearly as I know) lives at: https://bitbucket.org/MakeHuman/makehum ... ommits/all. Maybe we can get Francois to make the fix for us with the released MH 1.1.1 on Bitbucket.

To date we have not "built" the community version located on GIT for OSX. There are some openGL issues to be resolved on the Mac when running from source. The move to QT5 and Python 3 is largely done. The openGL updating is the last piece to modernize although when we get there, the world will be on to vulcan... ;) So things go ...
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby hdusel » Mon Aug 13, 2018 9:39 am

RobBaer wrote:
hdusel wrote:Howdy,

this is Peter - the (old) maintainer for the OS X Build... ...before MH has been moved to 99,9% Python code. Maybe someone of the old team members remember me...

Please visit http://www.makehumancommunity.org/forum/viewtopic.php?p=45459#p45459. This will solve the issue and MH 1.1.1. will run even on Mac OS 10.11 alias El Capitan.

@Developers: You may consider to integrate this modified MakeHuman into the BuildProcess. I had an peek into the github repo for MH but didn't found any OS Specific glue code. Especial neither the source nor the build rules which acually builds the architecture specific exe "MakeHuman" for macOS.

BR - Peter -


Nice to meet you Peter. I was not around in your time, but I still am appreciating and benefiting your work. ;) It's what community is all about, so a late thanks for your contributions.

Hi Rob!

Thank you very much! I share and appreciate your attitude and the words! Yes, its a long time since did my last contribution for MH. But as you see I haven't really been away ;-)

The current Mac builder code (as nearly as I know) lives at: https://bitbucket.org/MakeHuman/makehum ... ommits/all.

Thank you! Now I understand...

Maybe we can get Francois to make the fix for us with the released MH 1.1.1 on Bitbucket.


Well some stranger (he did not introduced himself) contacted me this weekend and asked me how I did the patch and other technical questions about my patch. In this mail he told me the same and I conclude the strangers thoughts to fix the issue at the root cause that is apparently the tool
Code: Select all
py2app
. So patching the executeable is just a hack.

Fixing py2app to generate Runtime stubs (MakeHuman) even exec for OS X 10.11 (or earlier) would be the better way.

But I guess that Francois is already aware of this.

To date we have not "built" the community version located on GIT for OSX. There are some openGL issues to be resolved on the Mac when running from source. The move to QT5 and Python 3 is largely done. The openGL updating is the last piece to modernize although when we get there, the world will be on to vulcan... ;) So things go ...


[/quote]
Well, OpenGL is an good point! I hope you aware of the fact that apple plans to drop OpenGL in macOS. At least hey announced to mark OpenGL as deprecated in their next macOS 10.14 'Mojave' :( :o
-> https://appleinsider.com/articles/18/06/05/some-game-developers-hint-at-abandoning-the-mac-if-apple-phases-out-opengl

This deprecation effectively means that Mojave will still support OpenGL but developers should be prepared that it will be removed in the near future.

This means that MakeHuman will either stuck at the macOS with the latest support of OpenGL or someone will need to do some expensive rework for Apples Graphics API called Metal...
So be warned: OpenGL will be dead in the near future of macOS!

Even AutoDesk announced to stop the further development of all their Products for macOS because of this decision.
-> https://appleinsider.com/articles/18/07/28/autodesk-dropping-support-for-alias-and-vred-in-macos-mojave-over-opengl-deprecation

BR - Peter -
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby joepal » Mon Aug 13, 2018 12:59 pm

Yes, we're aware of this.

But the state of opengl support on macosx was already crappy, making developing GL applications with mac support a rather painful experience.

As of now, I/we have no useful strategies on how to handle apple's deprecation of opengl on macs. Replacing GL something else (whatever that could even theoretically be) would require more work than we're able to put in.
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby RobBaer » Mon Aug 13, 2018 2:50 pm

Yes. The loss of openGL on MacOS will have to be dealt with, but luckily there are a lot of people in the same boat and I'm sure cross-platform efficient approaches will begin to emerge. Here is something on Vulcan https://arstechnica.com/gadgets/2018/02 ... -to-apple/ for example.
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Re: Makehuman for OSX El Capitan Ver 10.11.6

Postby Aranuvir » Wed Aug 15, 2018 4:53 pm

RobBaer wrote:Yes. The loss of openGL on MacOS will have to be dealt with, but luckily there are a lot of people in the same boat and I'm sure cross-platform efficient approaches will begin to emerge. Here is something on Vulcan https://arstechnica.com/gadgets/2018/02 ... -to-apple/ for example.

I'm not sure about the minimum specs for Vulcan, but I get the impression my platform is not supported (core i7 4800MQ and Readon M8970). Though I must admit my system has exceeded EOL 2.5 times, I currently don't feel like investing another 1.6k€ for a new system, just to get some f****ing renders. Best would be to have an graphical abstraction layer by the framework and we do not have to deal with those graphics code at all. Anyone who has more information about this Qt3D thingy?
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