@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.
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.
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).