newobj: fluid.kdtree~: No such object
newobj: fluid.dataset~: No such object
newobj: fluid.normalize~: No such object
newobj: fluid.umap~: No such object
I don’t see these in the externals folder of the download. Where do I find these externals?
Those objects are all compiled into a single binary so they can talk to each other easily (it’s called. fluid.libmanipulation.mxo in Max; we do the same in SC). You possibly will need to restart Max after installing so that the init file Max relies on to map object names to this file has been consumed and run.
If you’ve already done that and / or it still doesn’t work, we can kick its tyres a bit
This happens a fair bit so youre not alone is there anyway that we can make this clearer? It would be interesting to know where you grabbed the package from so we could plaster the advice directly there for example.
You’re right, the package manager would solve all those issues. I think we could flag it on the front page of GitHub better as many people pass by there.
I’m currently trying to build a Max project as a standalone application using FluCoMa.
After consolidating the project and including the necessary externals, I noticed that fluid.mlpregressor~ behaves differently from other objects. Since it appears to be part of a compiled binary (fluid.libmanipulation.mxo), I manually added that file to my project before building the application.
However, when launching the standalone, I get the following error in the Max console:
fluid.mlpregressor~: No such object
And indeed, the object is not available in the built application.
I suspect I might be misunderstanding how FluCoMa packages should be included in a standalone build. Is there a recommended way to properly bundle FluCoMa with a Max standalone so that objects like fluid.mlpregressor~ are correctly recognized?
This object is central to my patch, so I’d really appreciate any guidance.