Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
On 06/02/2014 at 19:13, xxxxxxxx wrote:
User Information: Cinema 4D Version: 14 Platform: Windows ; Language(s) : C++ ;
--------- hello all,
Now I making Custom Node Manager.
Some infomation for completed task like this : Node - inherit from NodeData , it has Description resource. Treeview in GeDialog( Node Manager ) - each Treenode has BaseList2D* that **Node's **pointer. Update DescriptionCustomGui by **Node's **BaseList2D* When user Selected the Treenode.
Then, last task is storing many Nodes and Node's Description, Linked TreeList in Scene Files..... Yes, It is exactly the same with C4D doing that BaseDocument and ObjectManager, BaseObject, AttributeManager.
I think it is important issue when making node interface developer own.
I found some thread and I don't konw how to use SceneHookData. https://plugincafe.maxon.net/topic/5000/4913_nodedata-list&KW=RegisterNodePlugin&PID=20203#20203
Where called MySceneHook::Read(),Write() by C4D ?
-elasticmind
On 06/02/2014 at 19:23, xxxxxxxx wrote:
Oh, Sorry.
Node Plugin ID is wrong..in my mistake
Called Read(),Write() well.