You can find this after manually licensing an install at /Library/Application Support/Autodesk/CLM/LGS/. Library/Caches/MayaInstall/Install Maya 2017.app/Contents/Resources/adlmreg -i S 657I1 657I1 2017.0.0.F xxx-xxxxxxx /Library/Application Support/Autodesk/Adlm/PIT/2017/MayaConfig.pitĪdlmreg -i (Install) S (S for Standalone, N for Network) 657I1 (Product Code) 657I1 (Suite Code) 2017.0.0.F (Version. Library/Caches/MayaInstall/Install Maya 2017.app/Contents/MacOS/setup -noui -force -serial_number=xxx-xxxxxxx -product_key=657I1 -license_type=kStandalone (Yes, you could also just echo these out. I changed the perms to root:wheel and 755. The folder should just have EXP_INFO.data and LGS.data files. Have composer place it in the same spot on the target machine.
Install Maya 2017 on a test machine, and license it manually. In case anyone else is still having trouble (Standalone license, Maya 2017 Only) Thanks for everyones help on here by the way! tmp/Install Maya 2016.app/Contents/MacOS/setup -noui -serial_number=560-xxxxxxxx -product_key=793H1 -license_type=kNetwork -server_name= Here's what my postInstall script now looks like: #!/bin/sh So, I've ended up taking the script and adding the setup parameters into it from some other users posts and it looks to be working very well for us on macOS 10.11. I just thought I'd throw my solution into the mix:īasically Matts script worked fine for installing the package, but the licensing still didn't work on our machines for some reason and it would throw an error saying it couldn't determine the license method. Hi everyone, I've just started needing to deploy Maya 2016 on our campus network and come accross this thread. Try replacing > with just > or use cat.EOF instead. Perhaps the issue you are having with the previously mentioned script is that you are appending to the files in /Library/Application Support/Autodesk/CLM/LGS/657I1_2017.0.0.F so if there is already data there or even whitespace you will possibly end up with an invalid file. Rm -rf /tmp/Install Maya 2016 Extension 2.app tmp/Install Maya 2016 Extension 2.app/Contents/MacOS/setup -noui
This is for 2016 Ext 2 but adjust the paths and it works 2017 too. Getting Helpīoth Animal Logic and Pixar have their own Google interest groups which will remain great places to go with questions.We deploy the app installer to /tmp and then run this post install script. The list of those contributors is kept here. Pixar maintains a list of contributors to USD in their documentation here, and as we start working together to merge the two existing plugins it is also important to acknowledge the amount of work that individuals put in on the Animal Logic plugin as well. The goal of this project is to work directly with Pixar and Animal Logic, as well as other key contributors, in order to merge the best of both into a single supported plugin. Both plugins have a strong community of users, but some have questioned when Autodesk would eventually release an officially supported plugin themselves. Two popular choices, used individually as well as together, have been the Pixar USDMaya plugin that has been part of USD itself, and Animal Logic's, which was separately released as Open Source. Read more about Pixar's USD here MotivationĪs USD gains in popularity many studios have been wondering what plugin they should deploy within their pipelines. USD for Maya is a project to create a Maya plugin, as well as reusable libraries, that provide translation and editing capabilities for Pixar Animation Studios Universal Scene Description (USD).