On 11/02/2015 at 04:07, xxxxxxxx wrote:
Cinema 4D Version: R16 x64
Platform: Windows ;
Language(s) : C++ ;
I am trying to make a NodeData plugin to show up in the timeline, but i don not know how to do it.
I followed the instructions detailed in this post, in order to attach it to a document. Everything works, even animating parameters. It just lacks visual feedback in the timeline editor.
Does anyone know what i am missing?
On 11/02/2015 at 06:55, xxxxxxxx wrote:
I just want to let you know, I'm working on it. I have the exact same problem with another support case.
But I will need to ask for your patience. Although I'm quite sure, it must be something basic we are missing, I'm already looking into it for quite some time...
On 11/02/2015 at 07:01, xxxxxxxx wrote:
Do you have a rough eta?
Is it like an hour, a day or a week?
On 11/02/2015 at 07:04, xxxxxxxx wrote:
No, no ETA.
Rather think in days...
On 13/02/2015 at 10:38, xxxxxxxx wrote:
no good news for you...
a) Nodes introduced to the scene via a SceneHook won't show their keyframes in the powerslider (the thing below the viewport). This is a current limitation in C4D.
b) Same is true for nodes implemented via your own NodeData plugin, which won't be shown in the Timeline.
I'm currently trying to workaround limitation b) by converting the NodeData node implementation into an ObjectData node implementation. But, yet, I didn't succeed. Nevertheless you may want to take this into account and check, if you really need your own custom node implementation.
On 16/02/2015 at 01:37, xxxxxxxx wrote:
Thanks for your reply. It's a pity this is not working. Is there a chance that this issue is adressed in a future release?
If i understand it correctly, it would be possible to misuse another type of plugin (ObjectData, TagData, ...) to achieve the desired functionality? Could you post a list of plugin types which support keyframe display? The problem whould be that my node could be attached to other managers, but this might be acceptable for now.
Thank you so far,
On 17/02/2015 at 00:26, xxxxxxxx wrote:
I made it working here using an ObjectData plugin instead of NodeData. The needed code changes are (in most cases) minimal, simply derive from ObjectData instead of NodeData and from BaseObject instead of BaseList2D. Watch out for your allocation functions. Plus you need to pass the flag PLUGINFLAG_SCENEHOOK_SUPPORT_ANIMATION when registering the Scenehook. On the ObjectData plugin use flags to hide the plugin from user.
Beware: This change breaks backward compatibility of your plugin!
Regarding misuse: The overhead is minimal. You are simply deriving from a "higher" class, without making use of its additional features.
And sure it is possible, that this might change in future. Never say never. But I'm not allowed to speak about future developments.
On 11/03/2015 at 10:53, xxxxxxxx wrote:
just want to check, if you got it working on your end?
On 11/03/2015 at 12:05, xxxxxxxx wrote:
I had to put this project on hold for now. I'm working on an actual job instead of doing pipeline improvements, but i'll eventually look into it later this year. Not sure how i'll work around this problem, maybe it's just disabling the animated NodeData feature for now.
On 11/03/2015 at 12:29, xxxxxxxx wrote:
Then for now I regard this as solved. We can reopen it anytime you need.