I did included the c4d_resource.h and the error disappeared.
I was migrating by simply fixing the errors that appeared inside Xcode, until everything was clear.
But now, I started by duplicating a similar plugin from the sdk and pasting just the parts of the code that belong to my plugin.
The "solution" I came up with was this:
and then go through all the objects of doc2, recursively.
Is this a correct way of doing things?
That solved it. Thank you so much.
Forgot about the effectors order inside the Matrix. I was only changing the order in the Object Manager.
@m_magalhaes , I tried to edit the post but it told me that I can only do it until one hour after posting
The file I include creates a Matrix with 20x20 clones and randomises their positions.
Then, a Python effector reads the positions of all the clones and adds their indexes and distances to a list, if their distances are less than a threshold amount.
However, the distance that is stored is always the same, as all the clones were evenly distributed and not randomly placed.
I'm using r20.
@kbar, thank you for the reply.
The problem with the Scene Hook is that it requires C++.
I'm coding in python.
I'm trying to get the position of MoGraph clones (in my case, from a Matrix object) that has a Random effector that randomises the positions of the clones.
However, the list that I get from md.GetArray(c4d.MODATA_MATRIX) always returns the original position of the clones, not the position that is the result of the Random effector.
I'm coding inside a Python effector (that is AFTER the Random effector, in the Object Manager).
So, how can I get the position of the clones AFTER they are adjusted by the Random effector?
Thank you very much in advance.
I would like to create an Object plugin and I would like the code to be able to show a bitmap, with optional alpha (transparency) adjustment, in the background of the viewports (perspective and orthogonal views).
What is the best way do do it?
I don't need actual code. Just what methods to override and what must I make to be sure it displays below all viewport objects.
Thank you very much in advance for any reply.
Thank you so much. That did it!!
I have a CommandDataPlugin that creates a dialog with buttons and a checkbox.
It is easy to get what gadget what clicked, inside the Command method.
But how to I get the value of the checkbox?
I need to know if it is on or off, and Command only tells me what gadget was clicked.
You're welcome, Manuel.
Actually, I usually prepare all the textures and mapping to be in UVW mapping, when texturing is required.
But, mainly, what I need is exporting geometry that is animated.
Thank you very much, Manuel.
I will send the scene to the e-mail you provided.
I'm trying to export a Dynamics MoGraph animation, with a Voronoi Fracture object.
If I export as OBJ, it works fine.
If I export as C4D, all the saved files are the same, and have no animation.