NodeData



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/12/2003 at 00:43, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.207 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

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    Within our application we need a complete new "object"-type...or node, if I did understand right what nodes do....am still fighting with it. We need a new type called ressources, I think theire closest equivalent in c4d would be the materials. We started to do a ressource-manager, like the object- or material-manager ( have to say that we are still prototyping and testing the possibilities ). Like materials, our ressources can be attached to objects and take influence on theire appearance. NodeData seems like the class I should derive this new type from. By reading I got an idea that NodeDatas are somehow linked with GeListNodes, which are managed in kind of a list. But I dont have a clear idea how these things work together.
    Anyone can give some short explenations how these things work together, and which structures I need in general to implement such an own type?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/12/2003 at 05:11, xxxxxxxx wrote:

    Materials aren't attached directly to object; the MaterialTags do the job. You'll have to do something similar, if you want the connection to be visible in the Object Manager.
    To store your resource objects you cannot get first-hand storage in the document, as materials have. Instead you could for example store your resources in a SceneHook. Or you could do as Xpresso and store them in the actual tag. You can use SetCustomData() as storage.
    NodeDatas define new types of GeListNodes.


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