THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/08/2006 at 11:09, xxxxxxxx wrote:
Okay, so far I've done the following:
- Removed my plugin tags (which also carry animation tracks/seqs/keys) from the plugin bone.
- Commented out all of the plugin object's ObjectData and NodeData methods (that pretty much cripples the plugin, right?).
- Looked over my c4d_symbols.h and res/descriptions for all of the plugins.
- Disabled Exception handling (required for encryption).
The example that I'm testing is a 'prop' which has a single plugin bone. There is no change. As long as the plugin bone remains under the Polygon object, there is no way to select polygons.
There is no MFC or STL being used here.
This only really leaves several areas to check on my end:
There is a zlib.lib included in the project and the plugin bone depends upon it for compressing/storing the deformation weights. Don't see how this would have any effect - and there is none for a 'prop' as there are no deformations.
To be thorough here, I must state that this 'plugin' is a suite of C4D plugins which work in concert and are compile together into one plugin file (.cdl etc). There is a menu plugin with dialog, an object plugin (the one causing this grief), several tag plugins, and one unique plugin id for a subcontainer. Some of the tags and the unique subcontainer did not exist early on and the problem existed then.
The problem could be the result of some contention between them, but that would be hard to test as the object/tag plugins are not user-created (no menu option either) - they are created and setup for imported content. What I'm saying is that it would be rather difficult to isolate the plugin to see what happens as it doesn't do much in isolation and there are deep connections between this and the tag plugins.
That's my report for now. Will continue testing.