Render



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 21/06/2005 at 20:59, xxxxxxxx wrote:

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

    ---------
    Hello ...

    Here I come again to ask for your help ...
    How can I render a document in the Editor ...
    I found 2 functions RenderDocument() and StartEditorRender()...

    RenderDocument() was also discussed in a forum of plugin cafe and it helped me a lot ...But the output rendered is shown on the other window not in the Editor ...
    I want to render in the Editor ...
    How can I do it ..
    I used StartEditorRender ...
    No error and also no result ...
    The screen seems to happen a flash for a second ...
    I can't find any web content about that ...

    So please show me a way to render in the Editor ...

    With all my respects ...
    ZawMinTun



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 27/06/2005 at 15:25, xxxxxxxx wrote:

    Use CallCommand(IDM_RENDERALL), with IDM_RENDERALL=12163.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 30/06/2005 at 21:39, xxxxxxxx wrote:

    Thank you ... Mikael

    Sorry I'm late ...



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 30/06/2005 at 22:40, xxxxxxxx wrote:

    Please I can't

    CallCommand is leading to the error of
    Undeclare Identifier ...

    In help file, it said c4d_general.h is needed ...
    So I declare it ...
    But the error is still existing ...

    I used these headers ...

    #include "c4d.h"
    #include "c4d_symbols.h"
    #include "c4d_general.h"
    #include "c4d_baseobject.h"



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/07/2005 at 20:26, xxxxxxxx wrote:

    Hello ...

    So silent ... ?
    Please ... how can I use that by using SendCoreMessage ...

    Hope you'll do a favor for me ... ?

    With all my respects ...
    ZawMinTun



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 10/07/2005 at 01:58, xxxxxxxx wrote:

    It looks like CallCommand() was added in 9.1. You will need to download the free update. If you need the plugin to work in <9.1 you can use SendCoreMessage() like this:

        
        
        BaseContainer msg(COREMSG_CINEMA_EXECUTEEDITORCOMMAND);  
        msg.SetLong(COREMSG_CINEMA_EXECUTEEDITORCOMMAND, id);  
        Bool result=SendCoreMessage(COREMSG_CINEMA, msg, 0).GetLong()
    


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

    On 10/07/2005 at 20:36, xxxxxxxx wrote:

    Thanks a lot ...
    I hope it will help me solve my problems ...

    With all my respects
    ZawMinTun



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

    On 10/07/2005 at 21:12, xxxxxxxx wrote:

    Hello Mr.Sterner

    Sorry to say but I still can't ...
    I want to do copy and paste when a button is clicked ...
    But the code do nothing no result .. no error ...
    The return is always <<True>> ... show in the MsgDlg ..
    So what is still needing to do ..
    I mean sending a message....or ...?
    Here is my code ...

    BaseDocument *doc=GetActiveDocument();
    BaseObject *obj=doc->GetActiveObject();
    if(obj==NULL)
    {
            MessageDialog("Please select one object!");
         return TURE;
    }
    BaseContainer msg1(COREMSG_CINEMA_EXECUTEEDITORCOMMAND);
    msg1.SetLong(COREMSG_CINEMA_EXECUTEEDITORCOMMAND, 12107);
    SendCoreMessage(COREMSG_CINEMA, msg1, 0);
    BaseContainer msg2(COREMSG_CINEMA_EXECUTEEDITORCOMMAND);
    msg2.SetLong(COREMSG_CINEMA_EXECUTEEDITORCOMMAND, 12108);
    Bool bTmp=SendCoreMessage(COREMSG_CINEMA, msg2, 0).GetLong();
    if(bTmp)
    {
         MessageDialog("True");
    }
    else
    {
         MessageDialog("False");
    }

    With all my respects ...
    ZawMinTun


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