Guest Author: Sebastian König

In this Blender video tutorial you will learn how you can compile your own Blender on OSX. It covers how to use the terminal and how to checkout the latest Subversion update. It also includes how to build your own customized Splash-Screen!

Although the Wiki is really great and you can also learn how to compile Blender just by following the steps there, it might be encouraging to see how it’s done in a video. If you are not that familiar with coding and the use of the terminal then all the things that you have to do in the command-line might look intimidating first and turn you off from actually trying your hand at compiling Blender. Well, at least that’s what I felt for a long time.

But there’s no need to be afraid, it’s actually quite easy and you will always be up to date, once you learn how to update SVN and build your own Blender.

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Discussion

32 Responses to “Building Blender in OSX”
  1. AE
    Posts: 55

    1st Yeah that’s awesome.

    #
    1
    Oct 25, 2010 at 7:57 pm
  2. AE
    Posts: 55

    This is cool. Someone want to make a way to have Blender create video game enemies with AI? If you do, that would be awesome.

    #
    2
    Oct 25, 2010 at 7:59 pm
  3. andres nader
    Posts: 1

    Goooooooooodddddd finaly

    #
    3
    Oct 25, 2010 at 8:59 pm
  4. Massap2
    Posts: 8

    Are you danish/swedish? I think you are danish:)

    Nice tutorial!

    #
    4
    Oct 26, 2010 at 7:09 am
    • Cyrus
      Posts: 1

      he’s German ;)

      #
      4.1
      Oct 26, 2010 at 8:59 am
  5. Posts: 38

    @ Massap2

    He’s German.

    #
    5
    Oct 26, 2010 at 7:49 am
    • Massap2
      Posts: 8

      He is? Oh well, i thought his name seemed kind of swedish/danish:P

      #
      5.1
      Oct 26, 2010 at 10:04 am
  6. mikh3x4
    Posts: 12

    i did everything like in the tutorial and while building this pops up in terminal:

    scons: done reading SConscript files.
    scons: Building targets …
    Compiling ==> ‘AUD_Buffer.cpp’
    sh: g++-4.2: command not found
    Compiling ==> ‘AUD_BufferReader.cpp’
    scons: *** [/Users/michal/blender-build/build/darwin/intern/audaspace/intern/AUD_Buffer.o] Error 127
    sh: g++-4.2: command not found
    scons: *** [/Users/michal/blender-build/build/darwin/intern/audaspace/intern/AUD_BufferReader.o] Error 127
    scons: building terminated because of errors.

    OSX version: 10.6.4
    CPU: core 2 duo 2.8
    RAM: 4GB

    any ideas?

    #
    6
    Oct 26, 2010 at 12:04 pm
    • Martin Lindelöf
      Posts: 30

      your darwin directory is prolly wrong.

      #
      6.1
      Oct 26, 2010 at 6:39 pm
      • mikh3x4
        Posts: 12

        i have the universlal one
        where can i get the correct one?

        thanks in adavnce

        #
        6.1.1
        Oct 27, 2010 at 4:07 am
  7. Trond
    Posts: 10

    Extreem cool!! I will try it out on my pc.

    #
    7
    Oct 26, 2010 at 1:49 pm
  8. Matt
    Posts: 4

    Whenever I type “svn update blender” it says:
    Skipped ‘blender’

    What am I doing wrong?

    #
    8
    Oct 26, 2010 at 2:28 pm
    • Matt
      Posts: 4

      Nevermind. Maybe I should watch the whole video first!

      #
      8.1
      Oct 26, 2010 at 2:33 pm
  9. brokenjack
    Posts: 2

    Been wanting to try this for a while now. I love it…Thanks!

    #
    9
    Oct 26, 2010 at 3:56 pm
  10. Martin Lindelöf
    Posts: 30

    scons stands for SCons, Software Construct. :)

    #
    10
    Oct 26, 2010 at 6:37 pm
  11. Darrell
    Posts: 4

    OMG! THANK YOU!!!!!

    I’ve been wanting something like this for a while because last time I tried following the wiki, I just couldn’t get things to work… I tried all of the methods too.

    Now, I’ll try this and see what happens!

    #
    11
    Oct 28, 2010 at 1:52 am
  12. Posts: 35

    yh… i guess some of what i said did make sense. :)

    #
    12
    Oct 28, 2010 at 7:11 am
  13. stephen thomas
    Posts: 2

    You can make this even more useful by making a batch file. In terminal, in the blender-build folder (cd ~/blender-build) type “pico update”

    when the pico text editor opens, type in the commands you’d run individually to update the svn and then build blender. I’ve got:

    cd ~/blender-build
    svn update blender
    cd blender
    python scons/scons.py -j 2

    Remember to change the -j 2 to how many processor cores you have on your mac.

    Then press ctrl x to exit, pressing Y to save changes and enter to confirm the name. Now, in your blender-build folder, you’ve got an icon called “update”. Double clicking this will open a terminal window which will download the latest SVN and then build it for you, all in one.

    Bish Bash Bosh, Job done.

    #
    13
    Oct 28, 2010 at 9:47 am
    • stephen thomas
      Posts: 2

      Forgot to mention, this is after you’ve followed the first couple of steps in this tutorial by checking out the latest blender and lib files and updating the user-config file to match your system.

      #
      13.1
      Oct 28, 2010 at 9:51 am
  14. TheLorax
    Posts: 2

    Hey, this worked like a champ and I am now using the latest 2.55 beta! Thank You!

    #
    14
    Oct 28, 2010 at 10:38 pm
  15. Savnac
    Posts: 2

    Why is it that we have to make a mac version of Blender. Are you guys dropping the Mac version all together.
    it’s kind of strange that we have to make a mac version of blender.

    This makes no sense to me if I am understanding this correctly.

    Savnac

    #
    15
    Oct 29, 2010 at 9:47 am
    • ralfnausk
      Posts: 1

      It is necassary if you want to use the latest testbuilds. As so many Blenderusers use a MAC, there will be a final blender releas, but since swithching from windows to MAC OS X i already saw that while there are usually a lot of fresh builds for windows an linux on graphicall.org, OSX-builds are rare, so i sure will give this a try.

      #
      15.1
      Oct 30, 2010 at 6:10 pm
  16. Posts: 10

    I had trouble during building also. It says…

    ld warning: in /Developer/SDKs/MacOSX10.5.sdk/usr/local/lib/libfreetype.dylib, file is not of required architecture
    Undefined symbols:
    “_FT_Load_Glyph”, referenced from:
    _freetypechar_to_vchar in libbf_blenlib.a(freetypefont.o)
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _blf_glyph_add in libbf_blenfont.a(blf_glyph.o)
    “_FT_Get_First_Char”, referenced from:
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    “_FT_Get_Char_Index”, referenced from:
    _freetypechar_to_vchar in libbf_blenlib.a(freetypefont.o)
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _blf_font_fixed_width in libbf_blenfont.a(blf_font.o)
    _blf_font_boundbox in libbf_blenfont.a(blf_font.o)
    _blf_font_buffer in libbf_blenfont.a(blf_font.o)
    _blf_font_draw_ascii in libbf_blenfont.a(blf_font.o)
    _blf_font_draw in libbf_blenfont.a(blf_font.o)
    “_FT_Get_Kerning”, referenced from:
    _blf_font_boundbox in libbf_blenfont.a(blf_font.o)
    _blf_font_boundbox in libbf_blenfont.a(blf_font.o)
    _blf_font_buffer in libbf_blenfont.a(blf_font.o)
    _blf_font_buffer in libbf_blenfont.a(blf_font.o)
    _blf_font_draw_ascii in libbf_blenfont.a(blf_font.o)
    _blf_font_draw_ascii in libbf_blenfont.a(blf_font.o)
    _blf_font_draw in libbf_blenfont.a(blf_font.o)
    _blf_font_draw in libbf_blenfont.a(blf_font.o)
    “_FT_Get_Postscript_Name”, referenced from:
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    “_FT_Get_Next_Char”, referenced from:
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    “_FT_Attach_Stream”, referenced from:
    _blf_font_attach_from_mem in libbf_blenfont.a(blf_font.o)
    “_FT_Render_Glyph”, referenced from:
    _blf_glyph_add in libbf_blenfont.a(blf_glyph.o)
    “_FT_New_Memory_Face”, referenced from:
    _BLI_vfontchar_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _blf_font_new_from_mem in libbf_blenfont.a(blf_font.o)
    “_FT_Attach_File”, referenced from:
    _blf_font_new in libbf_blenfont.a(blf_font.o)
    “_FT_Init_FreeType”, referenced from:
    _BLI_vfontchar_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _blf_font_init in libbf_blenfont.a(blf_font.o)
    “_FT_New_Face”, referenced from:
    _blf_font_new in libbf_blenfont.a(blf_font.o)
    “_FT_Set_Char_Size”, referenced from:
    _blf_font_size in libbf_blenfont.a(blf_font.o)
    “_FT_Done_FreeType”, referenced from:
    _BLI_vfontchar_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    _blf_font_exit in libbf_blenfont.a(blf_font.o)
    “_FT_Outline_Get_CBox”, referenced from:
    _blf_glyph_add in libbf_blenfont.a(blf_glyph.o)
    “_FT_Set_Charmap”, referenced from:
    _BLI_vfontdata_from_freetypefont in libbf_blenlib.a(freetypefont.o)
    “_FT_Done_Face”, referenced from:
    _blf_font_new_from_mem in libbf_blenfont.a(blf_font.o)
    _blf_font_new in libbf_blenfont.a(blf_font.o)
    _blf_font_free in libbf_blenfont.a(blf_font.o)
    “_FT_Select_Charmap”, referenced from:
    _blf_font_new_from_mem in libbf_blenfont.a(blf_font.o)
    _blf_font_new in libbf_blenfont.a(blf_font.o)
    ld: symbol(s) not found
    collect2: ld returned 1 exit status
    scons: *** [/Users/Kyle/blender-build/build/darwin/bin/blender] Error 1
    scons: building terminated because of errors.

    Mac OSX 10.5.8

    Ram 4 gigabytes

    Processor Intel Core 2 Duo 3.06 Ghz

    Any ideas on what the problem may be will be greatly appreciated. Thanks!

    #
    16
    Oct 31, 2010 at 12:05 pm
    • Posts: 3

      Thank you very much, Wes. Your video was very useful to me. The instructions and your presentation style were very clear and easy to follow.

      - Cheers!

      #
      16.1
      Feb 6, 2011 at 11:52 am
  17. Is it working with OS 10.5.8?

    I’ve tried the one that I download from graphicall.org but when I click the button it suddenly quit unexpectedly. It happened all the time, so then I decided to create my own blender following the steps in this video, but I can even find my any SVN directory inside any blender folder in my computer. Can anyone give me any clue? Thx.

    #
    17
    Oct 12, 2011 at 11:09 am
    • Posts: 2971

      Hi there,

      Are you having trouble finding the link to download the SVN repository, or having trouble locating the downloaded folder on your computer?

      -Jonathan

      #
      17.1
      Oct 12, 2011 at 11:31 am
  18. Posts: 31

    Hi, I’m completely new to this, and I used this video and the steps on the new wiki, and tried it with windows 7 and Visual C++ 2010, but near the start of the process, when first checkout from svn, I get this error message:

    ‘svn’ is not recognised as an internal or external command, operable program or batch file.

    The command lie I typed in was

    svn checkout checkout https://svn.blender.org/svnroot/bf-blender/trunk/blender blender

    #
    18
    Nov 24, 2011 at 12:56 pm
    • Posts: 31

      EDIT:

      Hi, I’m completely new to this, and I used this video and the steps on the new wiki, and tried it with windows 7 and Visual C++ 2010, but near the start of the process, when first checkout from svn, I get this error message:

      ‘svn’ is not recognised as an internal or external command, operable program or batch file.

      The command line I typed in was

      svn checkout checkout https://svn.blender.org/svnroot/bf-blender/trunk/blender blender

      srry. only a typo

      #
      18.1
      Nov 24, 2011 at 12:58 pm
  19. Laustinart
    Posts: 6

    I’m getting this error while building blender for Mac OSX 10.6.8:

    In member function ‘ceres::internal::SparseMatrix* ceres::internal::CompressedRowJacobianWriter::Crea teJacobian() const’:
    extern/libmv/third_party/ceres/internal/ceres/compressed_row_jacobian_writer.cc:52: warning: comparison between signed and unsigned integer expressions
    extern/libmv/third_party/ceres/internal/ceres/compressed_row_jacobian_writer.cc:80: warning: comparison between signed and unsigned integer expressions
    extern/libmv/third_party/ceres/internal/ceres/compressed_row_jacobian_writer.cc:115: warning: comparison between signed and unsigned integer expressions
    extern/libmv/third_party/ceres/internal/ceres/compressed_row_jacobian_writer.cc: In member function ‘void ceres::internal::CompressedRowJacobianWriter::Writ e(int, int, double**, ceres::internal::SparseMatrix*)’:
    extern/libmv/third_party/ceres/internal/ceres/compressed_row_jacobian_writer.cc:175: warning: comparison between signed and unsigned integer expressions
    scons: building terminated because of errors.

    Does anyone know what’s wrong?

    #
    19
    Jul 21, 2012 at 12:59 pm
    • Laustinart
      Posts: 6

      Never mind fixed that problem(had input the wrong amount of cores) now I’ve got another problem:

      It stop building at:

      scons: *** [/Users/Laustinart/blender-build/build/darwin/extern/libmv/third_party/ceres/internal/ceres/canonical_views_clustering.o] Error 1
      Compiling ==> ‘cgnr_solver.cc’
      scons: building terminated because of errors.

      Does anyone know why?

      #
      19.1
      Jul 21, 2012 at 5:20 pm
  20. Posts: 121

    I’m trying to build it for the mac but I’m having troubles.
    errors in my console: Auto-setting available MacOSX SDK -> MacOSX10.7.sdk
    3D_CONNEXION_CLIENT_LIBRARY not found, disabling WITH_BF_3DMOUSE
    JackOSX install not found, disabling WITH_BF_JACK

    and: Missing: Python.h and/or pyconfig.h in”#../lib/darwin-9.x.universal/python/include/python3.3m”,
    Set ‘BF_PYTHON_INC’ to point to valid python include path(s).
    Containing Python.h and pyconfig.h for python version “3.3″

    pleas tell me what is wrong or just post the right steps to do it right because I’m not sure if I am doing it right.

    -Ber

    #
    20
    Dec 9, 2012 at 1:42 pm
  21. Posts: 1

    I wonder if anyone’s still checking this page, hope so!! I’ve followed this tut beginning to end several times, and followed the wiki at the same time to check I’m doing everything right. When I enter the instruction: python scons/scons.py -j 2 then hit ENTER I get exactly the same outcome as Bert (above)

    scons: Reading SConscript files …
    Command-line arguments
    No command-line arguments given
    Command-line targets
    No targets given, using default
    Using config file: build_files/scons/config/darwin-config.py
    Using user-config file: user-config.py
    Build with parallel jobs: 2
    Build with debug symbols: False
    Detected Xcode version: — 3.1 –
    Available Mac OS X SDKs:
    Mac OS X 10.4 -sdk macosx10.4
    Mac OS X 10.5 -sdk macosx10.5

    Auto-setting available MacOSX SDK -> MacOSX10.7.sdk
    3D_CONNEXION_CLIENT_LIBRARY not found, disabling WITH_BF_3DMOUSE
    JackOSX install not found, disabling WITH_BF_JACK

    Missing: Python.h and/or pyconfig.h in “#../lib/darwin-9.x.universal/python/include/python3.3m”
    Set ‘BF_PYTHON_INC’ to point to valid include path(s),
    containing Python.h and pyconfig.h for Python version “3.3″.

    Example: python scons/scons.py BF_PYTHON_INC=../Python/include

    So… I don’t know anything about using Terminal other than what I’ve done following Sebastian’s tutorial, so I searched the web for further info but can find nothing to solve the problem.

    The files that Terminal says are missing — Python.h and pyconfig.h — are right there inside darwin-9.x.universal/python/include/python3.3m.

    I’m running OSX 10.5.8 2.33 GHz Intel Core 2 Duo 3 GB 667 MHz DDR 2 SD RAM and the Python version installed is 2.3. I’ve asked Blender.org if that’s the problem, and got ‘Yes’… BUT I’ve found that the external files I downloaded as step one of this tut, using: svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/darwin-9.x.universal
    actually contain Python 3.3 as python_x86_64.zip file inside the directory ../darwin-9.x.universal/release.

    So… does that “python_x86_64.zip” have to be unzipped inside it’s directory “release” in order for the Blender build to work?? Yes, I know that shows my ignorance, but my level of ignorance is probably important if anyone’s able to offer help!

    Probably seems like I should just upgrade to at least OSX 10.6, but I’m travelling with only the bare essentials and upgrading would be a nightmare for me!! Appreciate any help available. — phil.

    #
    21
    Feb 10, 2013 at 6:03 pm

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