Instal the new for mac uDock3/1/2024 ![]() ![]() However, the minimum version required is 2.x something or other, and a quick peek at the dependencies that come with the Gimp OSX app bundle come with a dylib for GTK2. I noticed that pressure sensitivity in Gimp works fine on OSX, and according to the build instructions, it depends on gtk as well. I think the pressure sensitivity doesn’t work because it’s GTK3 and not 2. Maybe some of the build or command line tools require it though like clang or the fact I even have Homebrew on my computer. It is mostly geared for Homebrew, but the package names are not package manager specific, so it’s easier to find what you need to build. I managed to build MyPaint without MacPorts. 3 hours just installing Qt 5.6 alpha from source…building takes hours as well) (trust me it’s an even bigger pain in the ass. Hello, I make unofficial OSX builds for Krita. Would love to have MyPaint running natively and fully on the Mac But VM is not a great solution as well, obviously. Getting full features on both including pressure sensitivity, and easy on linux to compile from source. ![]() I can get MyPaint to run correctly on a Windows 10 VM as well. To be honest, if I really want to do some serious work on the Mac, at the moment I’m resorting to using MyPaint on a Linux Mint VM. I know in the past there was an issue with pressure sensitivity on Mac but thought that the move to gtk3 was supposed to solve that. I really don’t want to use MyPaint using X11, sorry if it sounds picky, but it’s horrible I don’t know if this is macports related, something I did wrong, or just current OS X MyPaint limitations. (mypaint:49212): Gtk-CRITICAL **: _cairo_surface_extents: assertion ‘surface != NULL’ failed (mypaint:49212): Gtk-WARNING **: Cannot load drag icon from icon name text-x-generic (mypaint:49212): Gtk-WARNING **: gtk_drag_set_icon_widget is not supported on Mac OS X Unable to undock panels, getting the following error: Both Krita and Gimp don’t have this issue on the same Mac. No pressure sensitivity with my Intuos Pro Medium. Reinstalled cairo.įinally MyPaint running with no X11, pretty smooth and stable but: Wanted to run without XQuartz, uninstalled everything and tried installing using +quartz -x11, but that didn’t work, seems like cairo needs both +quartz and +x11 for MyPaint to start. (makes sense but not mentioned anywhere). Then I discovered that I couldn’t run MyPaint without first installing XQuartz. Then I couldn’t run MyPaint until I installed py27-pyobjc-cocoa. On El Capitan, I couldn’t install mypaint because py27-protobuf failed until I manually installed curl. I’m even struggling a bit with the macports version. I’d love to try and help out with building but I think I would need some guidance to start out, I do have a bit of programming/compiling knowledge but very very basic. I used to build MyPaint on windows for myself using tumagonx’s build environment and even shared a few builds I’m New to the forum but was a member of the old forum and long time user of MyPaint. Description of the Problem - Just Need clear Instructions.Has anyone successfully ported the program, and could they please explain how one would make it usable on Mac, as advertised? So far I’ve gathered that you need to use developer runtimes like XCode or Wine somewhere in the process… but I’m not a developer, I’m just an artist, I don’t know anything about this stuff. There are no real directions on how I can get the App on my Apple computers. ![]() I totally support this fantastic program. Its clearly advertised that the program can be ported to a Mac platform and I really want to use this program with my Bamboo Tablet for my frame-by-frame animation projects. I’ve looked everywhere for a simple step-by-step explanation for how to get MyPaint on Mac.
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