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On 31/05/2005 at 21:43, xxxxxxxx wrote:
Cinema 4D Version: 9.0
Platform: Mac ;
Language(s) : C.O.F.F.E.E ; C++ ;
We would like to simplify the use of another vendor's import plug-ins by creating our own plugin that would analyze the files to be imported, and then call a series of import plugins in the proper order.
Is it possible to invoke a plugin, potentially passing parameters, from a plugin coded in C++?
I know that this can't be done in C.O.F.F.E.E., and could not be done in 8.x, and wanted to try again with 9.
On 01/06/2005 at 10:40, xxxxxxxx wrote:
Passing parameters could be hard if the other plugin isn't prepared for it, for example if it insists on always opening a dialog of its own.
If you can make changes to the other plugin you could use SpecialEventAdd() or SendCoreMessage() to communicate.
You can invoke menu items with CallCommand(), though you have to look up the ID number from the coh resource files manually.
On 01/06/2005 at 11:14, xxxxxxxx wrote:
So if the other plugin was configured to accept parameters in lieu of a dialog, we would invoke it with CallCommand() and then use SpecialEventAdd() to set parameters and kick-off the process?
You are talking C.O.F.F.E.E., right? I don't see CallCommand() in the C++ SDK. Also, I don't see SendCoreMessage() in the docs for either SDK.