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On 03/10/2010 at 11:02, xxxxxxxx wrote:
Cinema 4D Version:
Language(s) : C++ ;
can someone point me to how i can check which parameter was actually changed?
thanks in advance,
On 04/10/2010 at 02:05, xxxxxxxx wrote:
Where do you want to check which paramter has changed. Please always provide as much as possible information as it helps me to answer question more quickly.
On 04/10/2010 at 02:13, xxxxxxxx wrote:
in this case i think it would be good to know within "Bool myPlugin::Message(..."
for example i have parameters for a sudden length to distribute objects along, a number of objects and a distance between objects.
if i change the number of objects and the length is locked than the distance will be calculated. but if i change the distance, than i want to calculate the number of objects.
On 04/10/2010 at 03:25, xxxxxxxx wrote:
I´d say use
On 04/10/2010 at 03:42, xxxxxxxx wrote:
yes, but how do i know which of the parameters has been changed? as in the example there can also be the case where i lock the number of objects and change the distance, so the length will change, or i change the length and the distance will change accordingly. thus i need more than the info that some of the values was changed. i need to know if it was length, count or distance
edit: or is this what is found by using GetNodeID and check if it is the ID of for example the distance parameter?
On 04/10/2010 at 04:27, xxxxxxxx wrote:
store the old values and compare
On 04/10/2010 at 04:59, xxxxxxxx wrote:
arr, i was just afraid about that
On 04/10/2010 at 05:16, xxxxxxxx wrote:
Personally I think it's not such a good idea to change description elements based on the change of another element. Maybe you can offer several modes with a drop-down and grey out the locked elements. This way you always know which parameter can be changed. The problem I see with your proposed solution is that if parameter are animated you can run into somew not so well defined states.
On 04/10/2010 at 05:46, xxxxxxxx wrote:
this may be, but luckily the plugin isnt ment to be animated at first