On 14/02/2015 at 01:47, xxxxxxxx wrote:
hello
is it possible to stop EditorMode changes in a ObjectPlugin so that the child objects of this Object don`t get effect by pressing shift+ctrl and click on the points ?
Thanks
On 14/02/2015 at 01:47, xxxxxxxx wrote:
hello
is it possible to stop EditorMode changes in a ObjectPlugin so that the child objects of this Object don`t get effect by pressing shift+ctrl and click on the points ?
Thanks
On 17/02/2015 at 06:31, xxxxxxxx wrote:
Hello,
can you elaborate a little what exactly you are working on an what the desired behavior would be? Are you talking about an ObjectData plugin? What exactly do you mean with "EditorMode changes" and "click on the points"?
best wishes,
Sebastian
On 18/02/2015 at 01:15, xxxxxxxx wrote:
Hello Sebastian,
I hide Elements under my own Object.
With ctrl + click you can change the visibility in the Render and editor of the hole tree
i like to stop this behave for every element under my object
On 18/02/2015 at 04:47, xxxxxxxx wrote:
Hello,
when you create a generator that uses it's child objects and input (and therefore wants to hide them) you should set the OBJECT_INPUT flag when you register the generator.
In your GetVirtualObjects() function you can then use GetAndCheckHierarchyClone() to get a clone of the child objects, which will also hide the child objects.
child = op.GetDown()
if child is not None:
op.GetAndCheckHierarchyClone(hh,child,c4d.HIERARCHYCLONEFLAGS_ASPOLY,True)
best wishes,
Sebastian
On 18/02/2015 at 11:38, xxxxxxxx wrote:
hey Sebastian,
sorry It`s hard to describe precisely what i mean.
I use a function to hide and show the childs with
ob.ChangeNBit(c4d.NBIT_OHIDE, c4d.NBITCONTROL_SET)
i only like to hide them in the object manager and not hide them in the editor- that function work great - the only behavior i need to get ride of is the change of visiblity with the ctrl + click
thanks !