On 11/04/2014 at 08:16, xxxxxxxx wrote:
Hi Niklas, thanks for your response.
I see why my previous post is ambiguous, maybe a little more info is necessary.
I am working on a sort of pseudo plugin (just an object in the OM at the moment - but with plugin aspirations) which dynamically creates and removes Mograph Effectors(Any of the presets, not really pythonEffector) and references them to chosen Generators. The created effectors have animation calculated by parameters - avoiding the use of keyframes.
So, getting attributes is fine, I drag them in to the Script Manager as you say or for some slightly more tricky things I dig it out of the appropriate c++ header file.
The problem I have is more aesthetic than anything else, for example:
if I want to create a cube I define it as such:
cube = c4d.Ocube
if I want to create a PlainEffector I type:
plain = c4d.BaseObject(1021337)
All I was wondering was if there was something closer to the "Ocube" method as opposed to the "longIDnumber" one.
I only ask as I'm trying to be a bit more disciplined with my coding as it's starting to influence my projects on a much bigger scale than it used to and I'm trying to keep it neat.