On 26/01/2013 at 09:05, xxxxxxxx wrote:
There is only one tag per object. And that tag needs to hold multiple images and multiple UserData entries. Sort of like this:
The bitmap buttons (the poses) in the GeDialog automatically update and change depending on which object is selected in the scene, or with the tree gizmo.
Based on what I'm hearing from you guys. I think what I have to do is:
-Create some kind of temporary image folder structure to save the rendered images when I'm actually using the plugin. Or save them into memory instead of the HD.
-Then execute a type of "file dump" maneuver. Using the overriden Write() method to take those images and store them into each specific StoragTag so the images will load if C4D is closed and re-opened.
-Then delete the temp images when C4D closes
It sounds like a fairly simple concept. And it might be simple for you advanced C++ guys.
But it's not simple for an average user like me with a plugin that has multiple tags to keep track of. And multiple images per tag that need to go on specific buttons. Which are being dynamically added & deleted. With constantly changing index numbers.
Not to mention being made even more difficult because the hyperfile has no indexing abilities.
This is why I think it would be nice to have some some sort of storage tag that can store bitmap images added to the SDK.
That way we can save images for our gizmos locally in the scene file with index numbers..live..as we create them.. into this tag. And they will always be there. Locally serving our gui's images.
Or maybe a completely new type of plugin that has the Dialog and the Tag set up to talk to each other better than what we have now. With local image storage abilities.