export script



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 04/05/2007 at 07:02, xxxxxxxx wrote:

    hi,
    I whould like to create a export script from C4D into a self created format for use in a game. I have googled for long time, but I cannot find a place to begin. Maybe some really really basic code to start from whould be great.
    thanks
    Krox



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 04/05/2007 at 08:04, xxxxxxxx wrote:

    C4D uses COFFEE as its script language and it does support import/export scripts (FilterPlugin).

    Go to the download page and grab either the COFFEE_SDK_95.zip (HTML) or COFFEE_SDK_95.chm (Windows help file). There are examples to help you get started.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/05/2007 at 03:59, xxxxxxxx wrote:

    yeah thx a lot... its working :)



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/05/2007 at 08:17, xxxxxxxx wrote:

    well... now I've got a menu entry like "file -> export -> MyExport", and I even figured out, how to write into the resulting file, but i failed to find out, how to get information about the scene i want to save. I'm using
    class MyFilter: FilterPlugin
    {
       public:
       Save(doc,fname,obj,mat,env,dialog);
       // many other things go here
    }
    I think, the information i need is somewhere inside the MyFilter::Save function parameters, but the filterPlugin class isnt documented in the SDK...



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 06/05/2007 at 09:27, xxxxxxxx wrote:

    The 'scene' is the 'doc' argument. A BaseDocument represents the scene (objects, tags, materials, shaders, etc.).

    So, say you want to save objects from the scene. You take 'doc' and start traversing the object tree:

    var op = doc->GetFirstObject();  
    while (op)  
    {  
         // Do your thing here (call a function to export data for instance)  
      
         // Traverse object tree (scene graph)  
         if (op->GetDown())  
         {  
              op = op->GetDown();  
         }  
         else  
         {  
              while (!op->GetNext())  
              {  
                   op = op->GetUp();  
              }  
              if (op) op = op->GetNext();  
         }  
    }  
    

    You'll find more useful information in the SDK Help forum.



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

    On 06/05/2007 at 14:24, xxxxxxxx wrote:

    thx again :)



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

    On 17/05/2007 at 06:06, xxxxxxxx wrote:

    hm... me again :) :
    I've been working with "COFFEE SDK 95.zip" for a while now, but it seems very incomplete for use as a reference, so I tried out the "COFFEE SDK 95.chm", but that file is corrupt (and even looks too small, 683 KB). Any idea where to get a working one, oder what other reference to use?



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

    On 17/05/2007 at 06:13, xxxxxxxx wrote:

    I just downloaded the file and it is working without problems. It is a compiled HTML file (CHM) thats why it is so small. If you are a Mac user you need a special CHM reader application to read CHM files.

    cheers,
    Matthias



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

    On 17/05/2007 at 06:54, xxxxxxxx wrote:

    accuratly speaking, I am a Linux user. C4D runs on windows which runs inside a virtual machine... but neither there nor on a "real" windows it could be displayed correctly. Anyway, I solved the probelm by installing a chm reader on linux, and it works :)
    weird thing... but nevermind anymore *g*, thx


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