cinema4d_cpp_sdk-maste plugins can't be registered

On 17/11/2015 at 07:22, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   R17 
Platform:   Windows  ;   
Language(s) :     C++  ;


I have downloaded from here :
the latest cinema4d SDK.

But when i build and run it in Debug mode, the register calls of the plugins fail.

This is the very first call that fails:

return RegisterShaderPlugin(1001161, GeLoadString(IDS_SDKGRADIENT), 0, SDKGradientClass::Alloc, "Xsdkgradient", 0);

The register inside that fails as well:

return GeRegisterPlugin(PLUGINTYPE_SHADER, id, str, &np, sizeof(np));

What can possibly causes the problem?

Thank you.

On 17/11/2015 at 07:54, xxxxxxxx wrote:

Did you copy the folder inside the Cinema 4D installation plug-in folder ? Is the simplest way to link everything to API for cinema 4D.

And compil & run from the Cinema4D install folder / Plugin / cinema 4D cpp sdk master /

On 17/11/2015 at 14:05, xxxxxxxx wrote:

It is built without errors and it runs. 
I set break point to the very first register call, which returns 0.

Thank you.

On 18/11/2015 at 01:34, xxxxxxxx wrote:

This could be caused by multiples things : Are your sure about your version of Visual Studio ? I have Express 2013 for Windows Desktop and it's ok.

Maybe it a problem of permission of the folder. Cause you place the cinema4D_cpp_sdk-master folder inside a system protected folder.

Did you update Cinema 4D to latest version ? 17.032

Did you see that ( it helped me to start.

On 18/11/2015 at 01:52, xxxxxxxx wrote:


the examples in our GitHub repository are more or less the same as the examples delivered with the SDK (cinema4dsdk). We use the GitHub repository to update the examples more frequently than it is possible with the actual SDK examples.
So, maybe you already have the cinema4dsdk examples built. Then the examples from GitHub will fail to register due to identical Plugin IDs. Watch the console for errors. Simply delete the .cdl64/.dylib from the cinema4dsdk folder, to test it.