Import an .obj file



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 07/10/2010 at 18:26, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   11.5 
    Platform:      Mac OSX  ; 
    Language(s) :   C.O.F.F.E.E  ;

    ---------
    Is there a way to import an .obj file, using COFFEE, but without the Wavefront Import dialog showing up?
    Thank you in advance for any reply.

    Rui Batista



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2010 at 03:01, xxxxxxxx wrote:

    Sorry, it's not possible to avoid the import dialog opening in COFFEE.

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2010 at 03:13, xxxxxxxx wrote:

    Darn!!! What about in Python?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2010 at 03:56, xxxxxxxx wrote:

    Yes, it's possible in Python and C++. There you can control the behaviour with the SCENEFILTER_DIALOGSALLOWED flag.

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2010 at 04:10, xxxxxxxx wrote:

    When, Oh, when will COFFEE catch up?!?!?
    I'm wetting my feet in the Python ocean but I still love COFFEE.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2010 at 08:36, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    Yes, it's possible in Python and C++. There you can control the behaviour with the SCENEFILTER_DIALOGSALLOWED flag.

    In the C++ SDK, where does one 'unset' or remove the SCENEFILTER_DIALOGSALLOWED flag, to tell Cinema4D not to use import/export dialogs?
     
    Is this in RegisterSceneLoaderPlugin() / RegisterSceneSaverPlugin() ?  Because I don't see those flags listed there.



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/10/2010 at 11:10, xxxxxxxx wrote:

    Howdy,

    Originally posted by xxxxxxxx

    When, Oh, when will COFFEE catch up?!?!?
    I'm wetting my feet in the Python ocean but I still love COFFEE.

    Still not ready to make the switch to c++? 😂

    Adios,
    Cactus Dan



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

    On 08/10/2010 at 12:20, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    Originally posted by xxxxxxxx

    Yes, it's possible in Python and C++. There you can control the behaviour with the SCENEFILTER_DIALOGSALLOWED flag.

    In the C++ SDK, where does one 'unset' or remove the SCENEFILTER_DIALOGSALLOWED flag, to tell Cinema4D not to use import/export dialogs?
     
    Is this in RegisterSceneLoaderPlugin() / RegisterSceneSaverPlugin() ?  Because I don't see those flags listed there.

    Please check LoadDocument()/SaveDocument().

    cheers,
    Matthias



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

    On 08/10/2010 at 16:37, xxxxxxxx wrote:

    Thanks, I see it, but I still don't know how to use it.
    I'm using the STL filter example as a template for my plugin, and they derive their loader class from SceneLoaderData.
    They don't use LoadDocument() anywhere.
    I can ignore the SCENEFILTER_DIALOGSALLOWED flag when Load()/Save() is called, but Cinema4D still displays
    a default dialog, before Load/Save is even called.



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

    On 08/10/2010 at 16:47, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    Howdy,

    Still not ready to make the switch to c++? 😂
    Adios,
    Cactus Dan

    It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ;-)

    Rui Batista



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

    On 08/10/2010 at 17:14, xxxxxxxx wrote:

    Howdy,

    Originally posted by xxxxxxxx

    It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ;-)

    Rui Batista

    Oh, right. I keep forgetting about that. 😊

    To be honest, I never notice it in my normal development cycles. Maybe I'm so just used to it.

    Adios,
    Cactus Dan



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

    On 09/10/2010 at 02:03, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ;-)

    But you still have to type a COFFEE plugin, and if you modify it you still need to exit Cinema and restart. So it's really only the compile time and if your source is split into several files, and you make a small change to just one, the compile/link cycle is a few seconds.

    COFFEE still has one great advantage, though: a COFFEE plugin will work across many releases of C4D. My first COFFEE plugins still work in R12, one plugin file on both PC and Mac, three C4D versions after they were written. Contrast that with my Smart IBL Loader plugin - eight different compiles for four releases of C4D over PC and Mac. Now that's tedious!



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

    On 09/10/2010 at 02:24, xxxxxxxx wrote:

    Actually, when adjusting the COFFEE plugin, most of the time I don't need to exit Cinema4D. I just have to select "Reload C.O.F.F.E.E. Plugins" from the Console. Now, that is FAST!! :-)

    Rui Batista



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

    On 09/10/2010 at 02:50, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ;-)

    Although you can overcome this a lot of times by simply do debug sessions, then you can change your code on-the-fly while c4d is open; actually while the code is executed, actually you then also know exactly where and what the problem is. So it saves you bug finding time. This is quite an advantage over COFFEE. ;)



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

    On 09/10/2010 at 03:01, xxxxxxxx wrote:

    I'd forgotten about that rui, it's a useful tip to remember, thanks.

    Samir is absolutely right about debugging though, it's a pain debugging a COFFEE plugin but with C++ you can just step through the code as it executes. Much easier.



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

    On 09/10/2010 at 04:53, xxxxxxxx wrote:

    Oh, I didn't know about that stepping possibility. Mmmmmmm, nice :-)



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

    On 09/10/2010 at 08:05, xxxxxxxx wrote:

    Not only stepping, you can also recompile after you made some changes and just keep on running. :)


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