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    sean

    @sean

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    Best posts made by sean

    RE: The console does not correctly recognize object properties

    @zipit

    This plug-in has a twin plug-in that has some properties with the same name, and I suspect that the properties with the same name cause conflicts (even if the ids are different).I made the modification and it is normal now.

    Thank you for your reply

    Cheers

    posted in Cinema 4D SDK •

    Latest posts made by sean

    RE: The console does not correctly recognize object properties

    @zipit

    This plug-in has a twin plug-in that has some properties with the same name, and I suspect that the properties with the same name cause conflicts (even if the ids are different).I made the modification and it is normal now.

    Thank you for your reply

    Cheers

    posted in Cinema 4D SDK •
    RE: The console does not correctly recognize object properties

    @zipit said in The console does not correctly recognize object properties:

    Hello, thank you for your reply.
    I use C++, in the code, I implemented Init(), and my code can correctly identify the properties, the following two methods are no problem:

    auto a = bc->GetFloat(BEAM_LAMPS_BEAM_LENGTH);
    ApplicationOutput(maxon::String::FloatToString(a));
    

    or

    GeData ge;
    node->GetParameter(BEAM_LAMPS_BEAM_LENGTH, ge, DESCFLAGS_GET::NONE);
    ApplicationOutput(maxon::String::FloatToString(ge.GetFloat()));
    
    posted in Cinema 4D SDK •
    RE: The console does not correctly recognize object properties

    @Ashton_FCS_PluginDev

    Thank you for your reply. I have tried the method you said, but it didn't work.
    What's more surprising to me is that if I only use the ID of the property, such as xBeamlampsGrid[1001], I can identify it correctly

    posted in Cinema 4D SDK •
    The console does not correctly recognize object properties

    My program ran fine, but when I dragged the object properties to the console, it returned the wrong value.It's very confusing.
    Please help me, thank you!
    20200301085146.png

    .h file
    enum
    {
        OBeamlampsGrid = 567678546,
        BEAM_LAMPS_GRID_PLANE = 1000,
        BEAM_LAMPS_GRID_PLANE_XZ = 0,
        BEAM_LAMPS_GRID_PLANE_ZY = 1,
        BEAM_LAMPS_GRID_PLANE_XY = 2,
        BEAM_LAMPS_BEAM_LENGTH = 1001,
        BEAM_LAMPS_ANGLE = 1002,
        BEAM_LAMPS_INTENSITY = 1003,
    .....
    
    .res file
    CONTAINER OBeamlampsGrid {
        INCLUDE Obase;
        NAME OBeamlampsGrid;
        GROUP ID_OBJECTPROPERTIES {
            LONG BEAM_LAMPS_GRID_PLANE {
                CYCLE {
                    BEAM_LAMPS_GRID_PLANE_XZ;
                    BEAM_LAMPS_GRID_PLANE_ZY;
                    BEAM_LAMPS_GRID_PLANE_XY;
                }
            }
            REAL BEAM_LAMPS_BEAM_LENGTH { DEFAULT 1500.0; CUSTOMGUI REALSLIDER; MIN 500.0; MAX 50000.0; MINSLIDER 500.0; STEP 100.0; UNIT METER; }
            REAL BEAM_LAMPS_ANGLE { DEFAULT 3.0; CUSTOMGUI REALSLIDER; MIN 3.0; MAX 35.0; MINSLIDER 1.0; MAXSLIDER 45.0; STEP 0.5; UNIT DEGREE; }
            REAL BEAM_LAMPS_INTENSITY { DEFAULT 1.0; CUSTOMGUI REALSLIDER; MIN 0.0; MINSLIDER 0.0; MAXSLIDER 100.0; STEP 1.0; UNIT PERCENT; }
    ...
    
    .str file
    STRINGTABLE OBeamlampsGrid {
        OBeamlampsGrid "Beam Lamps Grid";
        BEAM_LAMPS_GRID_PLANE "Plane";
            BEAM_LAMPS_GRID_PLANE_XZ "XZ";
            BEAM_LAMPS_GRID_PLANE_ZY "ZY";
            BEAM_LAMPS_GRID_PLANE_XY "XY";
        BEAM_LAMPS_BEAM_LENGTH "Beam Length";
        BEAM_LAMPS_ANGLE "Beam Angle";
        BEAM_LAMPS_INTENSITY "Beam Intensity";
    ...
    
    posted in Cinema 4D SDK •
    RE: How do I compile a plug-in that is compatible with both R20 and R21

    This way of doing, simply let a person die!

    posted in Cinema 4D SDK •
    How do I compile a plug-in that is compatible with both R20 and R21

    Hello, I compiled the "cinema4dsdk" project of R21SDK with vs2017 and r21_project_tool. The edited plug-in can be loaded in C4D_R21, but not in C4D_R20.Similarly, the same project that compiled the R20SDK with vs2015, r21_project_tool, cannot be loaded into C4D_R21. Does this mean that my plug-in must be compiled for R20 and R21, respectively?

    posted in Cinema 4D SDK •
    RE: How to properly use OpenSSL for local validation

    @kbar
    Thank you very much for your help!!!

    According to your prompt, I directly copy the OpenSSL compiled by vcpkg to../res/libs/win64, now C4D can load my plug-in.

    Cheers,
    Sean.

    posted in Cinema 4D SDK •
    How to properly use OpenSSL for local validation

    Hello, I'm writing a local verification signature for Openssl for my plug-in.These functional modules are tested independently, but oddly enough, once compiled with the plug-in's source code, the compiled xdl64 file is not loaded by C4D, even if the plug-in's code does not call these openssl functions.That is, as long as the files are in the plug-in's project folder, C4D cannot load the plug-in.Unless I annotate the Openssl code.

    BIO *bio = BIO_new_file(PUBKEYPATH, "rb");
        if (bio == nullptr)
        {
            std::cout << "The public key file read failed!!!\n";
        }
    
    EC_KEY *ec_key = PEM_read_bio_EC_PUBKEY(bio, NULL, NULL, NULL);
    
    posted in Cinema 4D SDK •
    RE: Unable to insert a key frame for the color attribute of the plugin.

    @m_magalhaes
    Hello, thank you very much for your inspiration. You've been very helpful.

    There is no need to overwrite TranslateDescID(), only two macros HandleDescGetVector and HandleDescSetVector can realize my idea. Thanks again!

    Cheers,
    Sean

    posted in Cinema 4D SDK •
    RE: Unable to insert a key frame for the color attribute of the plugin.

    @m_magalhaes Hello, your statement is consistent with my imagination, but when you click the little circle in front of the color attribute of the plug-in, how about creating keyframes for both?Can you provide simple code?Ingredient gratitude!

    Cheers,
    Sean

    posted in Cinema 4D SDK •