Storing NodeData in Tag



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/05/2005 at 11:47, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   9.1 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

    ---------
    Hello together,
     
    I have the following situation. I have created a custom tag type, for which the user can open an editor (similar to the XPresso-GUI). There you can create certain types of elements which are plugins that are derived from the NodeData-class.
     
    Creating the elements within my editor works all fine.  But I have the problem, that I need to attach them to the tag, for which the editor was called.
     
    How could this be done?
     
    I have been browsing the SDK-docs for a while now and found out the probably SetCustomData(...) might be the key to this, but I didn't manage to get this work.
    Here is how I try it (just a test with a single node) :

    GeListNode *node = AllocListNode(ID_MYNODE);
    tag = GetActiveDocument()->GetActiveTag();
    if (tag) {
    tag->SetCustomData(node);
    }
    
    

    Thanks in advance.
    Dani



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/05/2005 at 02:17, xxxxxxxx wrote:

    I think a better way is to create a GeListHead and store the nodes in there. Then you can use GetBranchInfo() to provide full integration of your nodes with the AM and animation. (At least in theory; I haven't experimented with it much myself.)


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