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    • UNSOLVED UVW coordinates in ShaderData.Output()
      Cinema 4D Development • python c++ r23 • • rsodre  

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      As far as I remember, Viewport drawing is handled in Draw() method.
    • SOLVED Error: Wrong indentation of namespace member
      Cinema 4D Development • c++ api r23 apple macos • • fwilleke80  

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      Wow, I never thought of that. Very good to know, thank you for asking! :-) Cheers & have a nice weekend, Frank
    • SOLVED TEXTURE resource parameter
      Cinema 4D Development • c++ r23 • • rsodre  

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      Thanks, seems to be working now, thanks.
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      SOLVED Gradient GRADINTPROPERTY_NOBIASPOSITION not working
      Cinema 4D Development • c++ sdk • • Deyan  

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      Hi @ferdinand, Thanks for looking into this. It is not so crucial to hide the handles - I will try the custom GUI approach as you suggest.
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      register tag plugin
      Cinema 4D Development • r20 c++ • • AiMiDi  

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      Hi Manuel, I updated other plugins to the new version, my plugin can work, thank you for your help! Thank, AiMiDi
    • UNSOLVED HandleMouseDrag for ID_GRADIENTGUI_BROWSERPRESET and ColorSwatchData::browserPresetType
      Cinema 4D Development • r20 c++ r21 sdk classic api r23 s22 • • kbar  

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      Thanks Manuel. It looks like you are creating the preset and then using it directly all in the one go. I am loading an registering an existing library from disk and trying to access the presets within that. I will do some more investigation into it next week and let you know how I get on. Thanks again, Kent.
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      SOLVED LineObject custom segment colors
      Cinema 4D Development • c++ sdk api r23 • • mastergog  

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      Hi @mastergog, thank you for reaching out to us. I can reproduce your problem and this would have not been something which we would have expected. If you go significantly over one million segments (1.1 million still works for me for example) no matter if in one node or scattered over multiple nodes, the viewport will freeze. It is a bit hard to assess for us at the moment if this a bug or just a limitation of our viewport API. We will investigate the problem and I will report back here if there are going to be any short or mid-term fixes for that (or not if this is a limitation). For now there is unfortunately nothing you can do, since spreading out the segments over multiple nodes won't help you. Sorry for the inconvenience and cheers, Ferdinand
    • ToolData::GetDDescription() redundant call, why?
      Cinema 4D Development • c++ r23 • • WTools3D  

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      Thank you guys for quick reply. But I was probably not clear enough with the question. I do understated the concept of setting panel description via GetDDescription() callback. I already did the checks for whether it is request for full description of just single id. As it is listed in the example below (it is member function of C4dControls class from previous snippet ): void C4dControls::AddIntChoice(int id, int gid, const String& name, const BaseContainer& items) { const DescID cid = DescLevel(id, DTYPE_LONG, 0); //--------------------------------------------------------------------- if (ex_descr && (!ex_singleid || cid.IsPartOf(*ex_singleid, nullptr)) ) { BaseContainer bc = GetCustomDataTypeDefault(DTYPE_LONG); //--------------------------------------------- bc.SetInt32 (DESC_CUSTOMGUI, ID_QUICKTABSRADIO_GADGET); bc.SetString(DESC_NAME, name); bc.SetInt32 (DESC_SCALEH, 1); // animate OFF bc.SetInt32 (DESC_ANIMATE, DESC_ANIMATE_OFF); //--------------------------------------------- bc.SetContainer(DESC_CYCLE, items); //--------------------------------------------- ex_descr->SetParameter(cid, bc, DescLevel(gid)); } } But it is still calling to rewrite each control description several times after any event in GUI. What confuses me the most, is that each series of calls is with the different pointer to description (Description* description) For example there are five different pointers to description when ToolData::GetDDescription() is executed for the same event. (after mouse click into attribute manager) Is this the way how it really works? There are more versions of description for the same panel, and all of them have to be initialized repeatedly after each event? Thanks! Viktor
    • C

      SOLVED DrawPolygonObject at specific z-offset
      Cinema 4D Development • c++ classic api r23 • • C4DS  

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      Hi @C4DS, I am not sure that I can follow on what you are exactly doing. But my assumption is that you have x objects in a scene, want to block out all these objects with some kind of background texture and then draw one of these objects on top of that background texture, right? This is unfortunately not possible in my understanding. What you could do, is fill the viewport with a background texture by putting it behind an object by manually doing the trigonometry/transforms necessary for a given cemara. Not fun to do, because you have all these ifs and whens of camera parameters, but doable. This however would only give you a custom background and block out everything behind it, but not what is between the camera, the object and the background. Which is probably not what you are after if I understand you correctly. Cheers, Ferdinand
    • Custom register plugin
      Cinema 4D Development • c++ sdk application development • • WickedP  

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      @WickedP yes you can assume it. Cinema 4D first loads all dlls, then PluginMessage is forwarded to each dlls.
    • SOLVED Editor and viewport colours - where/how to find them?
      Cinema 4D Development • c++ sdk • • WickedP  

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      Thanks @C4DS, that's what I'm after! WP.
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      SOLVED phong tag
      Cinema 4D Development • c++ sdk • • Yaroslav  

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      @Yaroslav If you are simply looking for a way to manipulate vertex normals there is a great plugin out there: http://frostsoft.blogspot.com/2012/01/vertex-normal-tool-plugin_80.html?m=1
    • SOLVED Python Tag Plugin Doesn't Work Properly With Resource Files
      Cinema 4D Development • python c++ r23 • • beatgram  

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      @m_magalhaes Anyway thanks for the support, Manuel! I love this great community.
    • BaseContainer containers
      Cinema 4D Development • c++ sdk • • WickedP  

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      Hi, you have two function to retrieve the BaseContainer from an object and a container inside a BaseContainer. You can either retrieve a pointer or a reference. All function retrieve a pointer to the data and the references are just returning a dereference's pointer. To retrieve the data from the object you have GetDataInstance and GetDataInstanceRef and to retrieve a BaseContainer inside another one you have GetContainer and GetContainerInstance. Neither of them return a copy. About the issue, there's no issue as long as the object exist in memory. Depending of the context (specially if you are using threads) this can be more or less safe. Cheers, Manuel
    • UNSOLVED Dynamic elements in a CYCLE, CYCLE empty after loading document?
      Cinema 4D Development • r20 c++ r21 classic api r23 s22 • • fwilleke80  

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      Ah, ok, yes that sounds reasonable. When would I do that? In Read(), Write(), and CopyTo()? And what exactly would I do? Simple getting the value and immediately setting it again probably wouldn’t change anything.
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      SOLVED How to know when Apply button is grayed out (disabled)
      Cinema 4D Development • r20 c++ classic api • • C4DS  

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      hi, one side note, there is GetDEnabling and GetEnabling you can have more information in our manual GetEnabling will call GetDEnabling. There are pretty the same but the one you implement is GetDEnabling. Cheers, Manuel.
    • B

      SOLVED Errors when recompiling R20 plugin to R21
      Cinema 4D Development • c++ r21 sdk microsoft windows plugin migration • • Boony2000  

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      hi @Boony2000 , these are Visual Studio Intellisense errors which you can safely ignore. If they bother you switch the filter from "Build + Intellisense" to "Build". Cheers, R
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      Collect System Information/Configuration
      Cinema 4D Development • c++ api r23 documentation • • JuicyJuggles  

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      hi, you can have a look at our manual about MachineInterface you will find all the machine information under those attributs Cheers, Manuel
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      SOLVED Custom FieldList is not reevaluated on field change
      Cinema 4D Development • c++ classic api microsoft windows s22 • • Andrew  

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      hi, this shouldn't make any difference, what do you mean by "my own FIELDLIST gui element" . Can i see how do you add it and initialise it ? Cheers, Manuel