Python SDK Documentation for CINEMA 4D R15.037



  • On 17/09/2013 at 07:52, xxxxxxxx wrote:

    Dear developers,

    The Python SDK documentation has been updated for CINEMA 4D R15.037

    As usual it can be download from the Plugin Café

    Please report any errors or typos in the Bug Reports forum.



  • On 17/09/2013 at 08:34, xxxxxxxx wrote:

    Hi,

    does C4DAtom.GetDescription(flags) return a reference to the actual description ? Or in 
    other words can we modify an objects description with that function dynamically now ?

    Happy rendering,
    Ferdinand



  • On 17/09/2013 at 10:41, xxxxxxxx wrote:

    Hi Ferdinand,

    modifying a Description object will not have effect on a node. Every caller of GetDescription() gets a
    new copy of the object's description, including the Attribute Manager. The only way to customize
    the description is to override GetDDescription() in the NodeData class.

    Best,
    -Niklas



  • On 17/09/2013 at 13:11, xxxxxxxx wrote:

    Kind of funny that "c4d.modules.net" is listed under "What Is New...", when netrender is no longer part of c4d Maybe Maxon has future plans for netrender after all...

    Cheers
    Bonsak



  • On 19/09/2013 at 13:20, xxxxxxxx wrote:

    c4d.modules.net contains API methods for the new Team Render



  • On 19/09/2013 at 13:22, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    The only way to customize the description is to override GetDDescription() in the NodeData class.

    Which isn't implemented in the Python API, correct?



  • On 19/09/2013 at 16:02, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    Originally posted by xxxxxxxx

    The only way to customize the description is to override GetDDescription() in the NodeData class.

    Which isn't implemented in the Python API, correct?

    Correct.

    Edit: Removed the weird bit of javascript.



  • On 19/09/2013 at 16:23, xxxxxxxx wrote:

    Nice bit of javascript you got there Nik.
    That's the longest one word reply I've ever seen. Clown

    -ScottA



  • On 20/09/2013 at 02:52, xxxxxxxx wrote:

    😂

    I have no idea where that came from!  Wouldn't have noticed if you hadn't replied to this topic,
    thanks!

    -NIklas



  • On 20/09/2013 at 04:12, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    c4d.modules.net contains API methods for the new Team Render

    I realized that when i started Team render and it said "Net Render" on the osx menubar :)

    -b



  • On 16/12/2013 at 05:56, xxxxxxxx wrote:

    Hi
    in updated 15.057 >>> Python: CustomGUI Elements are now accessible via Python.
    Will it to be documented in future updated docs?



  • On 17/12/2013 at 08:58, xxxxxxxx wrote:

    **Maybe somebody from sdk support team points what's does it mean:
    Python: CustomGUI Elements are now accessible via Python.

    **c4d.gui.TreeViewCustomGui is private description, what else?!



  • On 17/12/2013 at 13:16, xxxxxxxx wrote:

    We have been able to create TreeView gizmos and some of the other CustomGUI gizmos since R13.
    The problem with them is that not all of their options work. Only some of them work.
    And when an option fails. It crashes C4D!
    That's why they are listed as private in the docs. And not officially supported.

    I have been able to successfully create the TreeView and a QuickTabs custom gui's in Python in R13 by converting my C++ code examples to Python. And they work just fine and dandy( if you know which options not to use).
    But I would rather not post them because:
    A: It's   Maxon's job to document these things properly. They're getting paid and I'm not.
    B: I still have problems and questions about some of the custom gui's. Like for example the ListView.

    -ScottA



  • On 02/01/2014 at 09:31, xxxxxxxx wrote:

    Hey Scott, is there any chance you could share an example of using a treeview? I've got a plugin going that will need to utilize it, and while I've found the topic on the c4dprogramming blog, trying to convert from C++ to python when you don't actually know C++ makes my brain explode. Would you be able to share a python example of it perhaps?



  • On 02/01/2014 at 13:39, xxxxxxxx wrote:

    I'd really prefer that Maxon provides one Bret.
    I could be doing certain things the wrong way (or bad way).

    If they don't provide something soon. Then I'll post a Python version of my C++ treeview example.
    But I'd much prefer that Maxon provides the documentation for such common things like this.
    I've have lots of questions myself about some of the other custom guis.

    -ScottA



  • On 08/01/2014 at 10:38, xxxxxxxx wrote:

    OK. Here's the deal.
    I've sat on this TreeView gizmo for a long while now. Waiting to give Maxon plenty of time to implement it and document it themselves.
    But after downloading the last update and seeing nothing new in it about the customgui gizmos in it.
    And seeing Yannicks post today about them being "supported" as wrong.
    I'm posting an example of the TreeView gizmo that I've created using my C++ version as a guide.

    I couldn't get the drag&drop part to work. Because it's complaining about the wrong number of parameters. And I can't get at the functions to see what they need.
    using this code:  help(c4d.gui.TreeViewFunctions)   does not show me the class's functions:

      
     |__new__ = <built-in method __new__ of type object at 0x000000000DE8E10...  
     |  T.__new__(S, ...) -> a new object with type S, a subtype of T
    

    So I can't make them work.

    The same thing goes for the ListView gizmo.
    I can't get at the methods used to store list items in a ListView gizmo. So I can't create one of those gizmos at all based on my C++ ListView version.
    But we can at least use the TreeView as a kind of ListView.

    The pyTreeView gizmo can be downloaded from my plugin site:https://sites.google.com/site/scottayersmedia/plugins

    Fair warning!!
    This is not supported code. So it can & will crash , if pushed even a tiny little bit.
    By pushed. I'm referring to executing things in the scene if a tree item is selected.
    Make sure to thoroughly test your own implementations of this code.

    -ScottA



  • On 08/01/2014 at 22:48, xxxxxxxx wrote:

    Hi,

    Originally posted by xxxxxxxx

    And seeing Yannicks post today about them being "supported" as wrong.

    I've never said that CustomGUI are unsupported.
    I've just said that the title of the fix ("Python: CustomGUI Elements are now accessible via Python") isn't meaningful and that the fix doesn't really change anything in the API.

    It has always been possible to create CustomGUIs in dialogs.



  • On 09/01/2014 at 00:57, xxxxxxxx wrote:

    Just to be clear on the term "supported".

    If Maxon employees are not allowed to offer help on something. I personally consider that to be "unsupported".
    Even If I've figured out how to create it without any documentation.

    Roughly half the stuff I do is officially "unsupported". 😂

    -ScottA



  • On 29/04/2015 at 00:10, xxxxxxxx wrote:

    Scott,

    Thanks for the posting.
    I've been tinkering with your treeview code, and I need some help.
    I've reduced it to two columns with the checkbox first.
    I want to set the items myself (they aren't objects in the document) and then let the user tick the checkboxes to select the items individually.
    I then need to be able to check which ones they've checked.

    How do I go about this?

    Thanks,

    Chris



  • On 29/04/2015 at 02:31, xxxxxxxx wrote:

    FYI: Netrender is the technical name internally for TR.
    Team Render is just the branding name.


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