Anybody here know how to access the volume grids in a VolumeLoader?
I just updated the plugin to include the Alt-Text for command icons.
When you drag and drop a command into the DropZone and then paste your text into the section you will get something like this...
![Add Doodle Frame][COMMAND_1022215]
It will look like this in the HTML code when published...
<p><img src="images/COMMAND_1022215.png" alt="Add Doodle Frame"/></p>
For Show Help, I could include a separate library to pop up a help dialog with the correct page, I already have it implemented in my other plugins. But if you wish to pop up your own dialog, or just launch a browser with the link, you can add the ID of the page to the end of the index.html?id=SECTIONID
So something like this: https://help.plugins4d.com/?id=1026
You can get the id for a page by right clicking on the section and choosing "Copy ID To Clipboard".
I will add in your feature requests to my list.
OSX will be coming later on. At the moment I am only support R20 since its a free plugin, so don't have the time/resources to put into it.
I have released a plugin I use to create documentation for my plugins.
The plugin is free. Currently available for R20 for Windows. I will add an OSX version if people ask for it.
If you use it for anything let me know. Also if you have any features requests then send them my way.
I am writing a ptex importer and have a sneaky suspicion that the C4D OBJ loader does not maintain the order of the polygons as they are written in the file.
Has anybody else come across this?
I think I am going to have to write my own OBJ loader just to keep my own sanity about what is actually loaded and how the polygon object is created.
I came across the following docs about a Volume Builder Tag.
But I don't see any such tag in the Tags menu in C4D.
Also I don't see any mention of such a tag id in the SDK.
There are resource files for it... tvolumebuilder.h, .res, .str etc...
Am I missing something, feeling like I might be staring at it in the UI and just not actually seeing it.
The res folder is located in the same location as your pyp file. It is described in the link you mentioned in the Directory Structure section.
A res folder contains the UI code for the plugin. These are resource files (.res) for descriptions and dialogs as well as the strings used in these. I am not sure if these are described in the python docs but you can find the info in the C++ help files.
Have you gotten the examples python scripts to work in C4D? I made a video for R17 a while back which may help.
For R20 you may need to put the SDK files in your own plugins folder, which you define from the Edit->Preferences->Plugins in C4D.
Once you get the examples going then you can start editing them live and then in C4D you can press the Plugins->Reload Python Plugins button.
The support team I am sure will jump into this thread and help you out.
My advice would be to start with a Command Plugin. But for the life of me I can't find you a good example of that either.
I will leave this up to the python guys here in the forum and the support team to help you out further.
Hope some of this info is of use to you. Good luck!