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On 08/07/2003 at 22:08, xxxxxxxx wrote:
Cinema 4D Version: 8.100
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
Is it possible to launch a tool plugin from a command plugin?
i.e. the commanddata plugin should execute a small ammount of code internally that changes the scene and then it should launch the tooldata plugin for the user to edit the scene in it's new state.
the commanddata plugins and the tooldata plugin are all part of the same project/module, linked together.
On 13/07/2003 at 08:08, xxxxxxxx wrote:
You can use the last one of these core messages:
#define COREMSG_CINEMA_GETCOMMANDNAME 200000033
msg = BaseContainer(COREMSG_CINEMA_GETCOMMANDNAME);
String name = SendCoreMessage(COREMSG_CINEMA, msg, 0).GetString();
#define COREMSG_CINEMA_GETCOMMANDENABLED 200000035
msg = BaseContainer(COREMSG_CINEMA_GETCOMMANDENABLED);
Bool enabled = SendCoreMessage(COREMSG_CINEMA, msg, 0).GetLong();
#define COREMSG_CINEMA_EXECUTEEDITORCOMMAND 200000023
msg = BaseContainer(COREMSG_CINEMA_EXECUTEEDITORCOMMAND);
Bool result = SendCoreMessage(COREMSG_CINEMA, msg, 0).GetLong();
On 13/07/2003 at 09:04, xxxxxxxx wrote:
or you use doc->SetAction(PLUGINID);
On 13/07/2003 at 11:19, xxxxxxxx wrote:
Forgot about that. But the nice thing with these commands is that they work with C4D commands as well. (I think someone asked about this in the past.)
On 14/07/2003 at 03:10, xxxxxxxx wrote:
ah i see, thanks then.