DrawHUDText returns a white box instead of a text?

  • hiya,

    SceneHookPlugin. It's a type of plugin that you can't be created in python.

    Of course you can use the DrawHUDText in Python but you should use every draw possibilities (text, line, polygons) within a Draw() function that you override in your object (witch can be a tag, a generator, a tool etc..).

    Is it more clear ? Let me know i'll try to reformulate.

    ha, yes, about the error, you have to create a basic res directory with an empty description and string. Those files should be named 'tdrawexample' (.res, .str, .h)


  • @m_magalhaes

    Thanks for the response.
    RE: Of course you can use the DrawHUDText in Python but you should use every draw possibilities (text, line, polygons) within a Draw() function that you override in your object (witch can be a tag, a generator, a tool etc..).

    So, does this mean it is not possible with a script. Only a through plug-in. That's why you referred the tag plug-in as a solution right? Sorry. I don't really see a Python documentation for the Draw() function.

    RE: create a basic res directory.
    Thanks for the clarification. I tried making one, but still gives me a could not initialize error
    Here is the current directory is:

    Thank you for looking at the problem.

  • hello @bentraje

    Sorry i should have linked you to the c++ Draw manual.

    About the directory structure you should have a look at this documentation

    something like so


  • @m_magalhaes

    Thanks for the tree example. It loads successfully.
    But it gives an error of tdrawexample.str

    My concern is there is really nothing on .str file. Should I put something in there?

  • hey @bentraje,

    I've update the other thread with all information and files.
    In fact you always need a "minimum" in those files.

    Sorry for not being clear.


  • @m_magalhaes

    Thank you so much for the patience. It loads with no errors. Just one thing, how does it draw in the viewport?
    I guess the name of the tag will appear on the viewport?

    You can see the current state here:

    Sorry again for the trouble.

  • Don't worry :)

    the code prevent to work with non polygon object because we need to acces point position information with GetAllPoints

    if not op.IsInstanceOf(c4d.Opolygon):
                return c4d.DRAWRESULT_OK

    just edit your primitive. (by the way be carefull with the point number, it can be messy xD)


  • @m_magalhaes

    Thanks for the response! It works as expected. You can see the result here:

    Using the plug-in code you provided, I just replaced the DrawMultiple command to
    bd.DrawHUDText(50, 50, 'HUD Test')

    I see now what you mean by "the viewport is redraw so you have to redraw your text again."
    I tried adding print "Hello World" within the code and it prints every redraw.

    Will consider the thread as solved.

    Thanks again. Have a great day ahead!

  • Hi Manuel,
    I've tried to follow your example from the thread you linked but it gives me "Could not initialize global resource for the plugin"

    I thought it was solved, maybe something is changed in R21 or S22?


  • I started again from scratch and now it works but only in R21.
    In S22 here's no error in the console but nothing shows in the viewport (the object is a polygon).

  • hi,

    in s22 you have to register the tag with this tag : TAG_IMPLEMENTS_DRAW_FUNCTION



  • it works.

  • I discovered another problem in S22, maybe.
    The Hud text is correct but when I deselect the polygon object I cannot select anything in the viewport anymore.
    I don't know if it's a bug or an error in the plugin

    thanks again

  • hi,

    thanks a lot for that, i didn't tested it.
    I've opened a bug entry for that one. We changed the viewport and lot of stuff.

    I'll update this thread when the bug will be fixed.


  • @m_magalhaes said in DrawHUDText returns a white box instead of a text?:


    I came across this problem today.


    note : you can add this flag to R21 builds, and your tags then display as expected in 22.

    RE: DrawHUDText

    z settings have no effect on text.
    in 21, text is drawn behind poly objects.
    in 22 text is drawn in front of obejcts.

    IMO, this is a bit of a mess. the new draw flag should be the exact opposite to what it is, to keep compatibility.
    small differences, make a big difference when your already bending over backwards trying not to have to rebuild everything yet again, for 22.

  • Regarding the Z setting of DrawHUDText (I'm not sure about which one to be honest since there is no Z param for this method) previously the fact that HUD was behind poly object was a limitation regarding how our draw call was done by the viewport, but this is addressed in S22 and its the expected result that a HUD text is not overridden by any other objects but act as a HUD and to be draw in front of everything.


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