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    Kent Barber

    @kbar

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    Website www.plugins4d.com Location Wellington, New Zealand

    kbar Follow

    Posts made by kbar

    • RE: Executing Python code in C++: crash when importing c4d package

      You are calling the Python module before it is loaded and initiated. You could try setting the priority of your plugin to ensure it is the last plugin loaded.

      Also you shouldn’t be calling that in PluginStart. You should be calling it once all the plugins have been started, ie the Python module.

      Instead try calling it on StartActivity or possibly Program_Started.

      https://developers.maxon.net/docs/Cinema4DCPPSDK/html/page_manual_module_functions.html#page_manual_module_functions_functions_message_start

      posted in Cinema 4D Development
      kbar
    • RE: [c++, R21] Trouble compiling + include C4D libraries in Houdini

      @JaronW you can’t use the R21 build tool too make R23 plugins.

      If you want to build using v141 then you could try using Cinema 4D R21. If you have a subscription then you can download and use any version from R21 onwards.

      Building manually will be tricky, and probably impossible, since the project tool generates files required to build, which is why you are getting all your errors.

      C4D changed dramatically since R20, especially in terms of how to compile.

      Your best bet is to use R21with the R21 project tool and Visual Studio 2017. If it works and you get something going then you can start looking it or R23.

      Not something that the SDK team can really help with I don’t think.

      Best of luck with your project!

      Cheers,
      Kent

      posted in General Programming & Plugin Discussions
      kbar
    • RE: Plugin compiled on macOS Catalina for R23, not working on Big Sur?

      @fwilleke80 I think setting the hardened runtime when you code sign solves the timestamp issue. I don’t set a timestamp.

      codesign --force --options runtime --sign 'Developer ID Application: YOURCOMPANYNAME' 'sdk/plugins/yourplugin/yourplugin.xlib'

      posted in Cinema 4D Development
      kbar
    • Setting volume as dirty doesn't refresh in S22 or R23.

      I have a VolumeObject that is returned as a call to GetVirtualObjects.

      Inside GetVirtualObjects I load in a new vdb file from disk and call the following...

      _volumeObject->SetVolume(volume);

      _volumeObject->SetDirty(DIRTYFLAGS::ALL);

      This work for R20 and R21. But not in S22 or R23.

      Any ideas what might be wrong? Is there some other flag I need to set to make the viewport detect a change to the VolumeObject and make it update?

      How does the VolumeLoader update the viewport when it loads in a new VDB? I will need to do the same thing for my Object.

      What flags does the VolumeLoader set when it is registered? Perhaps I need to add a new flag?

      Thanks,
      Kent

      posted in Cinema 4D Development
      kbar
    • RE: Plugin compiled on macOS Catalina for R23, not working on Big Sur?

      @fwilleke80 it is what I do in my build system, for every build.

      I automated my build system using Jenkins pipelines. But you can also just write bash scripts and batch files instead, since that is effectively what I do in Jenkins anyway.

      My code is all pulled from GitHub, project tool runs, all additional 3rd party libraries are built, plugins compiled, signed, zipped up, sent to apple for notarization and then uploaded to AWS S3 and my customers can automatically down the new updates after any new build is marked as published.

      Took a while to set up but is such a time saver in the end. I can build all my plugins for every version of C4D and have them available for customers with just one click. It’s a full rebuild every single time I press the button.

      https://Jenkins.io. Then look at pipelines.

      posted in Cinema 4D Development
      kbar
    • RE: Plugin compiled on macOS Catalina for R23, not working on Big Sur?

      @r_gigante said in Plugin compiled on macOS Catalina for R23, not working on Big Sur?:

      With regard having the code running on your customers' machine I think you need to notarise (is it what you mean by sign my plugins?)

      Code Signing and Notarizing are two separate things. First you sign your plugins, then you zip them up and send the zip to apple for notarization.

      posted in Cinema 4D Development
      kbar
    • RE: Plugin compiled on macOS Catalina for R23, not working on Big Sur?

      @fwilleke80 said in Plugin compiled on macOS Catalina for R23, not working on Big Sur?:

      Hmmm. Are you signing your plugins?

      Yes I sign and notarize all my plugins as part of my build process. It can all be automated via command line.

      posted in Cinema 4D Development
      kbar
    • RE: Plugin compiled on macOS Catalina for R23, not working on Big Sur?

      @fwilleke80 just a side note: I am building my R20 plugins using code 11.4.1 and they work fine.

      posted in Cinema 4D Development
      kbar
    • RE: Plugin not loaded in R23 on macOS

      Python plugins do not work reliably in R23 on OSX 10.13.6. The C4D minimum spec is for 10.14.6 as Riccardo mentioned.

      And even if you try to debug a plugin on 10.13.6 what you will notice is that many calls (such as print) don't even work on this OS. So you can't even write anything out to the console to see what the problem might be.

      No amount of re-installing C4D will help you at all. You just have to let your customers know that the minimum spec for R23 is 10.14.6 and not guarantee any support for anything below that spec.

      posted in Cinema 4D Development
      kbar