some newbie questions ;-)



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 19/03/2003 at 10:29, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.012 
    Platform:      
    Language(s) :   C.O.F.F.E.E  ;

    ---------
    Hi all,

    Finally I'm ready and willing to start C++ development. So I have some questions to sort out. I know that you answered this kind of stuff a million times, but please, just one more time.

    1. Wich compiler and platform?

    I own a PC with Cinema and a Mac with the Cinema Demo. I would be glad being able to compile for PC and Mac. Wich is the best way to go? VC++6 or CW8? And as far as CW is concerned, CW on Mac or on Windows as host platform?

    2. What is VC++.net

    Is this the newest Version of VC++? Is it suitable for C4D plugin development? If yes, why is it so cheap?

    3. Is there a possibility to compile for Mac using VC++?

    If not, how do you guys build Mac versions?

    Many thanx in advance. I'm looking through the C++ SDK at the moment and I'm so impressed by the possibilities.

    cheers mnu



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/03/2003 at 02:13, xxxxxxxx wrote:

    1. Wich compiler and platform?

    I own a PC with Cinema and a Mac with the Cinema Demo. I would be glad being able to compile for PC and Mac. Wich is the best way to go? VC++6 or CW8? And as far as CW is concerned, CW on Mac or on Windows as host platform?
    ideally VC++ for PC and CW8 for MAC.

    2. What is VC++.net

    Is this the newest Version of VC++? Is it suitable for C4D plugin development? If yes, why is it so cheap?
    I don´t know the net version, but I guess like the normal version the code generation (or rather the code optimization) cannot be set and could be a bit slower.

    3. Is there a possibility to compile for Mac using VC++?
    No, it´s not possible.

    If not, how do you guys build Mac versions?

    Some do have a MAC and use CW8 on MAC (which is adviced) or some are using CW8 on Windows and cross-compile for MAC (but the code isn´t that good and slower).



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/03/2003 at 02:32, xxxxxxxx wrote:

    Thank you for your response, Samir.

    My problem is that I can't find a Version of VC++6 to buy. All I find is this strange .net version that costs about $125. I know that this version doesn't contain the optimized compiler.

    What are you using, as you publish plugins for Mac and PC frequently?

    cheers mnu



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/03/2003 at 05:35, xxxxxxxx wrote:

    Hi mnu,

    If you want to build C4D plugins for windows then it seems that you HAVE to use VC++, unfortunately (though this wasn't the case with R7.3).

    The good news though, is that you don't need to give MS any of your money because you can get the non-optimising version of the compiler (but without the IDE) from them for free - check out the mini-tutorial on my website by going here

    You might also want to check out my introductory tutorial to getting started writing C4D C++ plugins by going here.

    I'm using CodeWarrior under windows to build for Mac - but I haven't got a Mac so I can't test whether the builds are actually working.

    If you _do_ look at the second tutorial I'd appreciate it very much if you could let me know whether the precompiled xdl plugin file that I've provided for the Mac actually works or not...

    (I'm close to completing a moderately complex C++ plugin which I intend to sell for both PC and Mac, but so far I have no way of knowing whether my Mac builds will work).

    Cheers - Steve



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/03/2003 at 05:57, xxxxxxxx wrote:

    Hi Steve,

    thanx for this information. I checked out you site and found it very helpful. Thanx again. I'll test you Mac built as soon as possible. Today evening, if I'll find some time.

    Using the free Microsoft Compiler sounds interesting. Nevertheless money is not the problem. I am willing to buy every product that is worth the money. As I'm totally new to C++ using a more sophisticated compiler sounds easier. Or am I wrong?

    What plugin did you write? Or is this a secret? :-)

    cheers mnu



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/03/2003 at 10:06, xxxxxxxx wrote:

    Hi,
    Glad to help!

    If you're new to C++ as you say then you'll find life much easier with a decent IDE to help you out.

    The Dev-C++ IDE (and associatied compiler) is very good (and free!) if you want to do general C++ work.

    Unfortunately, for C4D plugins specifically, you have to use VC++ because as of R8, Maxon have used a 'feature' of VC++ which it seems no other compiler supports.

    This is a real pain, because I would much rather not use VC++ if I can help it, for various reasons.

    No, the plugin isn't a secret, and since you asked:

    It's called 'powerAxis', and it gives you very flexible control over the position and orientation of the axes for both objects and modelling operations on point/edge/poly selections. This makes a lot of modelling tasks that are very difficult to do accurately in C4D much easier and faster.

    Normally in C4D, point/edge/poly selections are always scaled and rotated around the centre of the bounding box containing the selection. 'powerAxis' lets you decide for yourself where you would like the axes to be.

    As an example of how bad things can be with the standard axis behaviour in C4D, try this:-
    1. Create a tetrahedron, make it editable, and look at it in front view.
    2. Switch to poly mode and select the front (triangular) face.
    3. Rotate the poly about 30 degrees anticlockwise in the plane of the screen. Note that although all you've done is a rotation - the position of the modelling axes origin has jumped!
    4. Rotate the poly back 30 degrees clockwise. Again the axes origin position jumps.

    At the end of this, you'll find that as a result of performing a simple rotation, then rotating back again, that the polygon is no longer where it started, and the tetrahedron is distorted...
    'powerAxis' can prevent this kind of thing by letting you choose where you want the axes to stay.

    Another example: Suppose you have a cube, and you'd like to unfold the polygons using the edges as hinge axes. Normally, if you select one of the faces, and then try to rotate it, it will rotate around its centre. This means that you have to rotate it, then manually translate it back into position which is messy.
    With 'powerAxis' you can select e.g. an edge, then click a button. The modelling axis will then jump to that edge. Now you can make a completely new selection (and the modelling axis will stay where you put it), any rotation or scaling that you now apply will be around the place you chose.

    It's basically all working, I've just got to tidy some things up and do all the little things that take ages (icons, documentation, web page, etc...)

    Anyway, that's probably more than enough plugging from me...

    Cheers - Steve



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/03/2003 at 10:19, xxxxxxxx wrote:

    Hi Steve,

    thanx again. I think I have to go and buy this Microsoft thing. It's a pain but it's necessary.

    Some words to your plugin: This is really great news! There is no need to explain the benefits of such a plug to me as writing exactly this was my main reason for starting with C++! A thing like this is absolutely requiered. How often am I forced to work in top view because of the object's Axis is in the wrong place. I wrote something similar in a very basic form two years ago using COFFEE. (http://www.etnagma.org) But this had many restrictions. Now I'm very pleased hearing that a pro like you is working on it. I already have many ideas regarding such a power axis plug. If you are interested I'll send you an email. Maybe you'll find some of them useful.

    As writing the same thing two times is nonsense I would be glad if I could help you with documentation or web page or if I could test it for you on the Mac platform.

    cheers mnu


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