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On 07/04/2010 at 07:26, xxxxxxxx wrote:
Cinema 4D Version: 11
Platform: Mac OSX ;
Language(s) : C++ ;
I'm setting an importer pref using SetWorldPluginData(pluginId, copyContainer, FALSE); - however the value is not updated in the preference.
The method returns TRUE, so the container should have been stored.
Do I have to send a message after changing the prefs this way?
Note that pluginId is the id of an importer, not that of my plugin. I can read out the settings just fine, but I would like to write them to make sure that certain settings are used.
I can read out the original settings, then write the new ones.
If I now read out the settings again, I get the new ones as expected.
The new settings are neither saved, nor is the change reflected in the Preference dialog...
On 08/04/2010 at 02:56, xxxxxxxx wrote:
I can confirm this and have asked the developers what is going on.
On 09/04/2010 at 02:16, xxxxxxxx wrote:
Any news on this?
On 09/04/2010 at 07:17, xxxxxxxx wrote:
No yet, I will inform you as soon as I got an answer from the developers (which are very busy).
On 15/07/2011 at 15:31, xxxxxxxx wrote:
Sorry for bumping an old thread but was this actually ever resolved because i am having exactly the same problem.
Is it really impossible to retrieve the CURRENT settings of import/export filters as shown in the preference dialogue?
As it still seems that using GetWorldPluginData only retrieves the initial state of import/export filters when c4d first loads not the current state and SetWorldPluginData has absolutely no effect on them.
I need a way to get the current state/settings of the import export filters (FBX,OBJ....ect) as shown in the preference dialogue. But so far nothing seems to get the current values. If there is any way to do this or even any workaround please give me a hint to how to do it.
On 27/09/2012 at 02:13, xxxxxxxx wrote:
Here's an up-to-date information on this.
To get/set an exporter settings we don't have to use GetWorldPluginData()/SetWorldPluginData(), we have to send a MSG_RETRIEVEPRIVATEDATA message to the exporter instead. We can then access and change the exporter settings retrieving its container instance.
Here's an example of how to setup an FBX export in C++:
BasePlugin* plug = FindPlugin(1026370, PLUGINTYPE_SCENESAVER);
if (plug && plug->Message(MSG_RETRIEVEPRIVATEDATA, &exporter))
BaseContainer *data = exporter->GetDataInstance();
SaveDocument(doc, "C:\\model.fbx", SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, 1026370);