c++ tutorials



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/02/2005 at 13:06, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   9 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

    ---------
    hi guys, n e tutorials around on writing c4d plugins with c++, i've tried compiling the stuff that came with 4d but i just get errors, i'm sure its all config'd ok.
     
    n e help appreciated



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/02/2005 at 14:57, xxxxxxxx wrote:

    You have Visual C++ 6.0? Anything different will not work. Anything newer (e.g.: VC++ 2000 .net) may require modifications to the SDK source code.

    You compiled the cinemasdk examples in the Plugins folder?

    Need more input. :)



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/02/2005 at 16:29, xxxxxxxx wrote:

    nah they all crap out on me too. not sure what it is, maybe it is vs.net 2003 but no way i can drop back to 6 :S
    if i try to compile the libs project i get this
    e:\Program Files\MAXON\CINEMA 4D R9\resource\_api\c4d_libs\lib_ngon.h(212) : error C2383: 'NgonBaseLib::FindPolygon' : default-arguments are not allowed on this symbol



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/02/2005 at 16:51, xxxxxxxx wrote:

    Ah! THAT problem. Unlike VC++ 6.0, VS.Net does not allow default argument values in method definitions. For example (from the docs where I'm currently looking) :

    LONG Init(const Filename & name, LONG frame= -1, Bool* ismovie = NULL);

    The stuff in red is not allowed. You will have to go through the SDK _api folder and remove ALL of these. Then you will need to specify the default value in your own source (and the SDK example source) if none is given.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/02/2005 at 23:23, xxxxxxxx wrote:

    well it compiled if i changed 1 line
    LONG (iNgonBase::*FindPolygon)(LONG id, LONG l=-1);
    so then at some point in my own source what? ie. how do i set that to be =- coz its a argument in a function right?
    also i have a _api_v8_deb.lib which i presume i can change to release mode and get the norm .lib
     
    the files in the _api folder are the std include files i use when creating a project? sorry for the stupid q's but the documentation seems to be a bit thin on the ground, also why no samples come with it apart from the .lib source



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

    On 03/02/2005 at 23:58, xxxxxxxx wrote:

    That may appear to fix the situation, but it may just be bypassing the compiler as anything useful.

    If you use that method and you wanted to use the default argument, you'd do this:

    iNgonBase->FindPolygon(ID, -1);

    instead of this:

    iNgonBase->FindPolygon(ID);

    With default arguments, the second form is legal (the second argument is automatically assigned the default value -1). Without them, it will cause a compiler error - guaranteed!

    Not sure about .net, but you change the active build configuration in VC++ 6.0 from debug to release. So, yes, you want to change that and use that lib when not debugging.

    In your Cinema 4D installation there is a "Plugins" folder. Inside of that is a folder "cinema4dsdk". This contains examples for various plugin types, with workspace and source.



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

    On 04/02/2005 at 00:04, xxxxxxxx wrote:

    ahh....jst found that before i read ure post, it would norm. be good idea to include it all in the same place (i.e a sdk or api folder)
    But now i guess to play and break my c4d install :D
     
    thx for ure help



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

    On 04/02/2005 at 00:19, xxxxxxxx wrote:

    Also, all the samples compile and run within c4d so iguess while i'm at work today i can read the c++ doc's fromt his site and maybe  browse a simple sample



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

    On 04/02/2005 at 13:26, xxxxxxxx wrote:

    OK,
     
    last request, honest ;)
    does n e 1 have just a video post plugin project that i can view, just one that will load into c4d but doesnt actually do n e thing, just so i can get used to it, i wonna be able to start a project from scratch, i read a tut on astrofish website but i dont really wonna be hacking around a existing file , so plleeeaasse can sumone help



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

    On 04/02/2005 at 14:27, xxxxxxxx wrote:

    Quote: _but i dont really wonna be hacking around a existing file , so plleeeaasse can sumone help
    >
    > * * *
    _


    But that´s the best way to get into plugin coding for Cinema 4D. I started like this, all others seem to have started like this. You should start like this.



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

    On 04/02/2005 at 14:51, xxxxxxxx wrote:

    i guess, :(
    just seems a messy way to start i guess


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