@m_adam said in DIALOG CONTAINS DESC DATA:
There is 2 plugins registered. A ToolData that will have like all tool a description. And a CommandData that will display the description of this ToolData using c4d.plugins.FindPlugin to retrieve the BasePlugin of the ToolData and then SetObject with this BasePlugin.
Hi,
I am not trying to be an asshole, but I think this is also wrong (and might confuse @kng_ito). ToolData
plugins have a GeDialog
based GUI and while their connected BasePlugin
does have a description, it will not contain the GUI of the tool. So displaying the BasePlugin
base of a ToolData
plugin in a DescriptionCustomGui
shouldn't do much. Or am I wrong ?
The approach described by @m_adam only works with DescriptionToolData
. This type however is only available in C++. In Python you have to implement any of the other NodeData
types (e.g. ObjectData
, ShaderData
, etc.) and display them in your dialog. On a side note: I am not sure if you can display floating nodes (nodex that are not part of the current scene graph) in a DescriptionCustomGui
. You might have to add that node as a hidden node to your current document (which would make things even more messy).
Cheers
zipit