• WebSocket usage in C++

    c++ windows macos s24
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    C
    Hi @m_adam, following your typescript example it worked now to connect! Thank you very much for your help Merry Christmas and a Happy New Year!
  • Get and Set any parameter with Tag

    2023 2024 2025 python
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    gheyretG
    Hi @i_mazlov I can't use C++ at the moment, so I thought I'd try MultilineEditText for my purposes. I looked for This post in the forum and now I have some ideas. Thank you for your reply! Cheers~
  • 0 Votes
    2 Posts
    366 Views
    i_mazlovI
    Hi @shahir-zaman , Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions. About your First Question Assuming that what you're trying to achieve is to toggle the "UV Grid" option [image: 1734354534219-d09d5b8d-51a2-4a6a-9618-90b2dbcc6638-image.png] You effectively have two options: The easiest one is to execute CallCommand(170776) (you can find the command ID in the Script Log) The more involved but also more flexible way is to find the UV settings scenehook and go through all its branches (or may be not all of them, depending on what specifically you want to achieve). Please find the C++ and Python code snippets below. Cheers, Ilia C++ commanddata execute function code snippet: Bool MyCommandData::Execute(BaseDocument* doc, GeDialog* parentManager) { const Int32 ID_UV_SETTINGS_HOOK = 1053309; if (!doc) return true; BaseSceneHook* sceneHook = static_cast<BaseSceneHook*>(doc->FindSceneHook(ID_UV_SETTINGS_HOOK)); if (!sceneHook) return true; maxon::BufferedBaseArray<BranchInfo, 20> infos; sceneHook->GetBranchInfo(infos, GETBRANCHINFO::NONE) iferr_ignore("GetBranchInfo"); for (BranchInfo& info : infos) { if (info.name != "UVSettingsBranch"_s) continue; GeListNode* viewSettings = info.head->GetFirst(); while (viewSettings) { GeData value; viewSettings->GetParameter(CreateDescID(UV_SETTINGS_FILTER_SHOW_GRID), value, DESCFLAGS_GET::NONE); Bool valueBool = value.GetBool(); value = {!valueBool}; viewSettings->SetParameter(CreateDescID(UV_SETTINGS_FILTER_SHOW_GRID), value, DESCFLAGS_SET::NONE); viewSettings = viewSettings->GetNext(); } } EventAdd(); return true; } Python script code snippet (special thanks to @m_adam on this one): import c4d def main() -> None: sh = doc.FindSceneHook(1053309) for branch in sh.GetBranchInfo(): if branch["name"] != "UVSettingsBranch": continue viewSettings = branch["head"].GetFirst() while viewSettings: viewSettings[c4d.UV_SETTINGS_FILTER_SHOW_GRID] = not viewSettings[c4d.UV_SETTINGS_FILTER_SHOW_GRID] viewSettings = viewSettings.GetNext() c4d.EventAdd() if __name__ == '__main__': main()
  • Is there anyway to get/set the Place tool?

    Moved programming
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    M
    Hi sadly this is not possible. I've reached to responsible team to make them aware about it. Cheers, Maxime.
  • Set UVWs for Ngons?

    s26 python
    4
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    652 Views
    E
    @ferdinand I figured this issue out so you can mark this as solved/closed. Thank you.
  • SubContainers and Symbol ranges

    c++
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    5 Posts
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    ferdinandF
    Hey @ECHekman, I assume you are looking here for some kind of approval from my side? That looks fine, but it is hard to give a concrete assessment with mock code. But as lined out above, there is little which can go wrong here. Splitting up your data into sub-containers could help with access times when you plan to add lots of 'attributes' and 'pins'. So, it is good that you do that. And shifting your application IDs into lower ranges for Cinema 4D is probably not technically necessary but will lead to more 'natural' IDs. I cannot really see much going wrong here. The only thing which is not so nice, is the unsafe C-style cast in BaseContainer *data = ((BaseShader*)node)->GetDataInstance();. We recommend using static_cast for safe casts and reinterpret_cast for casts which are explicitly meant to be unsafe. Cheers, Ferdinand
  • Easy Way to Set and Get parameter Values

    Moved programming
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    G
    Thanks for your answer.
  • How to use String::Split

    c++
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    2 Posts
    350 Views
    ferdinandF
    Hello @ECHekman, Thank you for reaching out to us. When you run into compiler errors, you should always include them, because how should we otherwise help you? Sure, I could throw your code into our code base, guess some things, and then try to compile it, but the guessing and compiling is unnecessary and makes our answers more imprecise. But this should work: iferr_scope; maxon::String myString = "Hello/World"_s; maxon::BaseArray<maxon::String> parts; // could also be const myString.Split("/"_s, true, parts) iferr_return; if (MAXON_UNLIKELY(parts.GetCount() < 1)) return maxon::IllegalStateError(MAXON_SOURCE_LOCATION, "Splitting path failed."_s); FYI: There is also UrlInterface::GetComponents. Cheers, Ferdinand
  • GeUserArea use DrawBitmap() to overlay multiple images(has alpha)

    2024 python
    3
    0 Votes
    3 Posts
    600 Views
    i_mazlovI
    Hi @chuanzhen, Glad you've solved the issue! We're grateful to you for sharing your solution with the community (moreover in such a visual way), this is highly appreciated! Cheers, Ilia
  • MoGraph data index and Multi-Instances

    c++
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    P
    Hi Ferdinand, Thank you, I will consider different approaches based on your reply and might file a feature request as you suggested if I can't find any solution. Thanks, Peter
  • GraphModelInterface.GetNode not worked

    python windows 2025
    3
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    3 Posts
    511 Views
    DunhouD
    Hi @m_adam , Thanks for your reply, it worked well. But I still have some doubts about the usage of Node Path, such as how to calculate the port through NodePath instead of concatenating strings (which can easily lead to misoperation). There are few examples and answers for NodePath on the forum, and it seems that people rarely use it. Do you have any insights on this, or in other words, what usage scenarios do you think NodePath is more suitable for. Cheers~ DunHou
  • Realtime Slider Update

    python
    3
    0 Votes
    3 Posts
    479 Views
    i_mazlovI
    Hi @shurkan, Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions. About your First Question Great that you've managed to find the solution yourself! Thank you in advance for sharing it with the community! Just a short note about your solution is to be careful with threading, namely, in your case it's expected to execute DrawViewes in the following way: c4d.DrawViews(c4d.DRAWFLAGS_ONLY_ACTIVE_VIEW | c4d.DRAWFLAGS_NO_THREAD | c4d.DRAWFLAGS_STATICBREAK) Something similar to this topic here: Troubleshooting Safe Frame Calculations Across Different Takes in Cinema 4D Cheers, Ilia
  • Transparency Issue with MultipassBitmap in GeUserArea

    c++ 2024 windows
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    0 Votes
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    1k Views
    ferdinandF
    Hey @T1001, find below an example for a user area which draws multiple semi-transparent bitmaps on top of each other. I will likely add this code example to the SDK at some point, as this is a common task. Please provide feedback when you think things are missing. The example focuses on the core problem of having an 'alien' app which places bitmap data in memory and the Image API wrapping around that data with transparencies. What I have not yet done here, is that I avoided all copying altogether and directly operate on the raw memory managed and owned by the alien app. Which is possible to do in the public API I think, but one would have to write a component for ImageBaseInterface so that one can modify the Get/SetPixelHandler's. This would have been out of scope for this example. But I have it on my backlog, as I can see how this would be a desirable feature for render engine vendors and similar plugin types. Cheers, Ferdinand Result image_layers.mp4 Code /* Demonstrates how to implement a dialog that wraps around image buffers provided by an alien application. The buffers are of type RGBA-32 but could also follow any other pixel format the Image API supports. The buffers are drawn with their transparencies on top of each other in a user area and automatically scaled to the size of the user area. The example contains the following sections: * namespace alien: Contains code that generates image data in memory, mocking an alien app. * namespace cinema: Contains the code to wrap that alien image data in Cinema 4D with: * class ImageLayersArea: The UI element which wraps the buffers concretely. * class ImageLayersAreaDialog: The dialog implementation which uses an #ImageLayersArea. * class ImageLayersAreaCommand: The command which wraps the dialog as a menu/palette item which can be invoked by the user to open the dialog. */ // std is here only used to simulate an alien app, do not use std in your regular Cinema projects. #include <vector> #include <algorithm> #include "c4d_basedocument.h" #include "c4d_colors.h" #include "c4d_commandplugin.h" #include "c4d_general.h" #include "c4d_gui.h" #include "maxon/gfx_image.h" #include "maxon/gfx_image_colorprofile.h" #include "maxon/gfx_image_colorspaces.h" #include "maxon/gfx_image_pixelformats.h" #include "maxon/gfx_image_storage.h" #include "maxon/mediasession_image_export.h" // Must be included before the specialization. #include "maxon/mediasession_image_export_psd.h" #include "maxon/lib_math.h" // The plugin ID of the #ImageLayersAreaCommand. You must register unique plugin IDs for your plugins // via https://developers.maxon.net/. static const cinema::Int32 g_image_layers_command = 1064549; // The definition of bitmap buffers generated by the alien application. static const cinema::Int32 g_buffer_height = 2048; static const cinema::Int32 g_buffer_width = 2048; static const cinema::Int32 g_buffer_channel_count = 4; static const cinema::Int32 g_buffer_line_size = g_buffer_width * g_buffer_channel_count; static const cinema::Int32 g_buffer_size = g_buffer_line_size * g_buffer_height; // Title used by the dialog and command, and the IDs of the dialog gadgets. #define CMD_TITLE "C++ SDK: Image Layers Area"_s #define ID_GRP_BUTTONS 1000 #define ID_UA_IMAGE_LAYERS 2000 #define ID_BTN_ADD 2001 #define ID_BTN_REMOVE 2002 #define ID_BTN_SAVE 2003 /// We need this because IMAGEINTERPOLATIONMODE is currently not exposed in the public API, I /// will fix this in a future release. namespace maxon { enum class IMAGEINTERPOLATIONMODE { NEARESTNEIGHBOR, ///< worst quality, no interpolation at all LINEAR, ///< linear interpolation between pixels BICUBIC, ///< best quality using bicubic interpolation } MAXON_ENUM_LIST(IMAGEINTERPOLATIONMODE); } // end of namespace maxon // --- Alien Application Code /// This namespace is meant to simulate some alien application which places bitmap data in memory /// which we are going to wrap with the Image API. The example is using here the std library for /// the sole purpose of simulating an alien application. PLEASE NOTE THAT THE USE OF STD IN CINEMA /// PROJECTS IS STRONGLY DISCOURAGED. namespace alien { // A list of alien bitmap buffers held and managed by an alien application. Each float* in the // vector is a head to a buffer as defined by the g_buffer_ constants. std::vector<float*> g_alien_buffers; // A random number generator used by the alien application. maxon::LinearCongruentialRandom<maxon::Float32> g_random; /// Places an RGBA buffer in memory which holds a horizontal gradient in an otherwise largely /// transparent bitmap. This could for example be a buffer of an render engine which stores /// its data as #float. /// /// We are going to draw something like this, a horizontal gradient that only covers a portion /// of the height of the bitmap buffer, leaving the rest of the buffer entirely transparent. /// /// ---------------------------------------- /// /// /// @@@@@%%%%#####****+++++====-----::::.... /// /// /// ---------------------------------------- float* AddAlienBuffer() { iferr_scope; // The starting position and height of the horizontal gradient bar. const int32_t gradientHeight = std::max( 3, int32_t (g_random.Get01() * float(g_buffer_height) * 0.333)); const int32_t gradientStart = std::min( g_buffer_height - gradientHeight, int32_t (g_random.Get01() * float(g_buffer_height))); const int32_t gradientEnd = gradientStart + gradientHeight - 1; // The knots of the gradient. We either interpolate from opaque to transparent or vice versa. We // dip here our toes a bit into the Maxon API with ColorA32 so that we later use its color // interpolation function. const float alphaA = g_random.Get01() > .5 ? 0.0 : 1.0; const float alphaB = alphaA > 0.5 ? 0.0 : 1.0; const maxon::ColorA32 gradientColorA( g_random.Get01(), g_random.Get01(), g_random.Get01(), alphaA); const maxon::ColorA32 gradientColorB( g_random.Get01(), g_random.Get01(), g_random.Get01(), alphaB); // Allocate a new buffer. float* buffer = new float[g_buffer_size]; // Now we write a gradient into an otherwise fully transparent image. We write RGBA float data // in an at this point undefined color profile. We will then on the Cinema 4D side interpret // this data as PixelFormats::RGBA::F32() with an sRGB-2.1 profile. for (int32_t y = 0; y < g_buffer_height; ++y) { // We are outside of the gradient strip, we fill the line with fully transparent pure black. if (MAXON_LIKELY((y < gradientStart) || (y > gradientEnd))) { for (int32_t x = 0; x < g_buffer_width; x++) { const int32_t i = (y * g_buffer_line_size) + (x * g_buffer_channel_count); buffer[i + 0] = 0.0; // R buffer[i + 1] = 0.0; // G buffer[i + 2] = 0.0; // B buffer[i + 3] = 0.0; // A } } // We are inside the gradient strip, we write a gradient into the buffer. else { for (int32_t x = 0; x < g_buffer_width; x++) { const int32_t i = (y * g_buffer_line_size) + (x * g_buffer_channel_count); const maxon::ColorA32 color = maxon::BlendColor( gradientColorA, gradientColorB, float(x) / float(g_buffer_width)); buffer[i + 0] = color.r; buffer[i + 1] = color.g; buffer[i + 2] = color.b; buffer[i + 3] = color.a; } } } // Append the buffer to the global buffers and return the buffer. g_alien_buffers.push_back(buffer); return buffer; } /// Removes the last element from the alien buffer list and frees its memory. void PopAlienBuffer() { if (g_alien_buffers.empty()) return; float* last = g_alien_buffers.back(); delete[] last; g_alien_buffers.pop_back(); } } // end of alien // --- Cinema 4D Application Code namespace cinema { using namespace maxon; // --- UserArea Implementation -------------------------------------------------------------------- /// Implements a custom GUI that wraps around the bitmap buffers of an alien application. class ImageLayersArea : public GeUserArea { private: // Holds the images wrapping the alien buffers. Since we later want save out these buffers as // multi layer PSD files, we right away pick ImageLayerRef and not ImageRef as our image class. BaseArray<ImageLayerRef> _layers; public: // --- Custom Methods // Adds an image layer to the user area from the given #buffer. We rely here on the globally defined // buffer metadata, otherwise we would have to describe the layout of #buffer with more arguments. Result<void> AddLayer(float* buffer) { iferr_scope; // Allocate a new maxon Image API (layer) bitmap that uses the default non-linear RGB profile // (sRGB 2.1) and an RGBA four bytes per channel float pixel format, i.e., 16 bytes per pixel. // We could also import here an ICC profile from disk to match an exotic color profile used // by alien app. But when that is the case, we would have to convert colors here to sRGB 2.1 as // shown in the example_color_management examples. const ImageLayerRef layer = ImageLayerClasses::RASTER().Create() iferr_return; const maxon::ColorProfile profile = ColorSpaces::RGBspace().GetDefaultNonlinearColorProfile(); const PixelFormat format = PixelFormats::RGBA::F32(); const Int32 channelCount = format.GetChannelCount(); // Init the bitmap with its size, storage convention, and pixel format. Whe choose here the // "normal", i.e., consecutive layout. An alternative could be a planar layout. layer.Init(g_buffer_width, g_buffer_height, ImagePixelStorageClasses::Normal(), format) iferr_return; // Set some metadata on the image layer. Setting a name is irrelevant, the rest is not. layer.Set(IMAGEPROPERTIES::NAME, FormatString("layer_@", _layers.GetCount() + 1)) iferr_return; layer.Set(IMAGEPROPERTIES::IMAGE::COLORPROFILE, profile) iferr_return; layer.Set(IMAGEPROPERTIES::TYPE, IMAGEPROPERTIES::ITYPE::LAYER) iferr_return; // Get the pixel handler to write data into the image. const maxon::SetPixelHandlerStruct handler = layer.SetPixelHandler( format, format.GetChannelOffsets(), profile, maxon::SETPIXELHANDLERFLAGS::NONE) iferr_return; // Copy the data line by line. for (Int32 y = 0; y < g_buffer_height; ++y) { // Construct a Pix, i.e., UChar , line buffer pointer for our current buffer pointer. The // Image API handles all data at its lowest level as UChar. E.g., a line with 10 RGBA::F32 // pixels, i.e, 10 * 4, elements will be actually stored as, 10 * 4 * 4 elements, as an F32 // is decomposed into four UChar bytes. Pix* head = reinterpret_cast<Pix*>(buffer); // Write the line buffer into the image. Despite its name, an ImagePos can express up to // a line in an image. handler.SetPixel( ImagePos(0, y, g_buffer_width), PixelMutableBuffer(head, format.GetBitsPerPixel()), SETPIXELFLAGS::NONE) iferr_return; // Advance the buffer to the next line. buffer += g_buffer_line_size; } // Append our layer to list of layers. _layers.Append(layer) iferr_return; return OK; } /// Pops the last layer from the list of layers. Bool PopImage() { return _layers.Pop(); } /// Saves the whole layer list as a PSD to disk. Result<void> Save() { iferr_scope; // Check that we are on the main thread and then ask the user for a save location. if (!GeIsMainThreadAndNoDrawThread()) return IllegalStateError( MAXON_SOURCE_LOCATION, "This function cannot be run off main-thread"_s); Filename file; if (!file.FileSelect( FILESELECTTYPE::IMAGES, FILESELECT::SAVE, "Select file path:"_s, "psd"_s)) return OK; // Insatiate an ImageTextureRef, the root level bitmap type required to save images. // A texture can only hold entries of type IMAGEHIERARCHY::IMAGE, adding multiple images // to a ImageTextureRef will not result in layers, but all data being put into the "background" // layer of the image. const ImageTextureRef texture = ImageTextureClasses::TEXTURE().Create() iferr_return; const ImageRef base = ImageClasses::IMAGE().Create() iferr_return; base.Init(g_buffer_width, g_buffer_height, ImagePixelStorageClasses::Normal(), PixelFormats::RGBA::F32()) iferr_return; base.Set(IMAGEPROPERTIES::IMAGE::COLORPROFILE, maxon::ColorProfile()) iferr_return; texture.AddChildren(IMAGEHIERARCHY::IMAGE, base, ImageBaseRef()) iferr_return; // Now iterate over our layers with transparencies and add them one by one to the image. for (const ImageLayerRef layer : _layers) { // It is really importan that #layer has IMAGEPROPERTIES::TYPE set to LAYER. base.AddChildren(IMAGEHIERARCHY::LAYER, layer, ImageBaseRef()) iferr_return; } // Save #texture as a PSD. const MediaOutputUrlRef psd = ImageSaverClasses::Psd().Create() iferr_return; texture.Save(MaxonConvert( file, MAXONCONVERTMODE::NONE), psd, MEDIASESSIONFLAGS::NONE) iferr_return; return OK; } // --- GeUserArea Methods /// Called by Cinema 4D to request the minium #width and #height for the area. Bool GetMinSize(Int32& w, Int32& h) { w = h = 256; return true; } /// Called by Cinema 4D to let the area draw its content. void DrawMsg(Int32 x1, Int32 y1, Int32 x2, Int32 y2, const BaseContainer& msg) { // Enable some drawing optimizations. OffScreenOn(); SetClippingRegion(x1, y1, x2, y2); // Draw the background with the default background color. DrawSetPen(COLOR_BG); DrawRectangle(x1, y1, x2, y2); Float32 wx = Float32(x1); Float32 wy = Float32(y1); Float32 ww = Float32(x2 - x1); Float32 wh = Float32(y2 - y1); // Draw our layers on top of each other with bicubic interpolation. for (ImageBaseRef image : _layers) DrawImageRef(image, wx, wy, ww, wh, 1.0, IMAGEINTERPOLATIONMODE::BICUBIC); } }; // --- Dialog Implementation ---------------------------------------------------------------------- /// Realizes a dialog that displays a bitmap with multiple layers with transparencies. class ImageLayersAreaDialog : public GeDialog { private: // The custom user area and the default number of layers which are being added. ImageLayersArea _layers; const Int32 _defaultLayerCount = 3; public: // --- Custom Methods /// Adds an alien buffer and wraps it with an image in the #ImageLayersArea in tandem. Result<void> AddBuffer() { iferr_scope; float* buffer = alien::AddAlienBuffer(); _layers.AddLayer(buffer) iferr_return; return OK; } /// Pops an alien buffer and its wrapping image in the #ImageLayersArea in tandem. Result<void> PopBuffer() { _layers.PopImage(); alien::PopAlienBuffer(); return OK; } // --- GeDialog Methods /// Called by Cinema 4D to let the dialog populate itself with gadgets. Bool CreateLayout() { Bool result = true; static const Int32 margin = 5; // Set the title and the margin between the group and the border and between items in the // group. We are defining here the implicitly existing outmost group. SetTitle(CMD_TITLE); result &= GroupBorderSpace(margin, margin, margin, margin); result &= GroupSpace(margin, margin); // Add the image layers user area. result &= AddUserArea(ID_UA_IMAGE_LAYERS, BFH_SCALEFIT | BFV_SCALEFIT, 0, 200) != nullptr; result &= AttachUserArea(_layers, ID_UA_IMAGE_LAYERS); // Add a group with holds three elements pre row (opposed to the one element by row of the // default group and add the three buttons. result &= GroupBegin(ID_GRP_BUTTONS, BFH_SCALEFIT, 3, 0, ""_s, 0); { result &= GroupSpace(margin, margin); result &= AddButton(ID_BTN_ADD, BFH_SCALE, 0, 0, "Add"_s) != nullptr; result &= AddButton(ID_BTN_REMOVE, BFH_SCALE, 0, 0, "Remove"_s) != nullptr; result &= AddButton(ID_BTN_SAVE, BFH_SCALE, 0, 0, "Save"_s) != nullptr; } result &= GroupEnd(); return result; } /// Called by Cinema 4D to let the dialog init its values once its UI has been built. Bool InitValues() { // We implemented many methods here as Result<T>, the error system of the Maxon API. This method // is not of type Result<T> and we must therefore terimate the error handling in this function. // When an error is bubbling up through the 'iferr_return' of the #AddBuffer call, the function // will exit through this scope handler with #err being the error which is raised. iferr_scope_handler { // This is for demo purposes only, please avoid console spam in production code, use loggers // like DiagnosticsOutput instead. ApplicationOutput("@ failed with error: @", MAXON_FUNCTIONNAME, err); return false; }; // Add a few layers by default. for (Int32 i = 0; i < _defaultLayerCount; i++) { AddBuffer() iferr_return; } return true; } /// Called by Cinema 4D when the user clicks elements in the UI. /// /// Propagated are here only true click events, to realize things like scrubbing, mouse-over, /// etc, one has to implement GeDialog::Message (where one can also handle clicks). Bool Command(Int32 cid, const BaseContainer& msg) { iferr_scope_handler { // This is for demo purposes only, please avoid console spam in production code, use loggers // like DiagnosticsOutput instead. #err is the error exposed to the scope handler. ApplicationOutput("@ failed with error: @", MAXON_FUNCTIONNAME, err); return false; }; // We handle the buttons, when we add or pop layers, we force the user area to redraw. if (cid == ID_BTN_ADD) { AddBuffer() iferr_return; _layers.Redraw(); } else if (cid == ID_BTN_REMOVE) { PopBuffer() iferr_return; _layers.Redraw(); } else if (cid == ID_BTN_SAVE) { _layers.Save() iferr_return; } return true; } }; // --- Command Implementation --------------------------------------------------------------------- /// Realizes the command with which the user can open and close an the #ImageLayersAreaDialog. class ImageLayersAreaCommand : public CommandData { private: // The dialog of the command, we keep using the same instance over the life time of Cinema 4D. ImageLayersAreaDialog _dialog; public: /// Returns an instance of the #ImageLayersCommand. static ImageLayersAreaCommand* Alloc() { return NewObjClear(ImageLayersAreaCommand); } /// Called by Cinema 4D when the user invokes the command. Bool Execute(BaseDocument* doc, GeDialog* parentManager) { // Fold the dialog when open and unfolded, otherwise unfold it (Open both opens a never opened // dialog and unfolds a folded dialog). if (_dialog.IsOpen() && !_dialog.GetFolding()) _dialog.SetFolding(true); else _dialog.Open(DLG_TYPE::ASYNC, g_image_layers_command); return true; } /// Called by Cinema 4D to restore the UI associated with a command on layout switches. Bool RestoreLayout(void* secret) { return _dialog.RestoreLayout(g_image_layers_command, 0, secret); } }; } // namespace cinema /// Registers the #ImageLayersAreaCommand as a CommandData plugin. /// /// Must be called in the main.cpp of this module when #PluginStart() is emitted. cinema::Bool RegisterImageLayersAreaExample() { return cinema::RegisterCommandPlugin( g_image_layers_command, CMD_TITLE, 0, nullptr, "Opens a dialog holding a custom UI element that stacks multiple bitmaps with transparencies."_s, cinema::ImageLayersAreaCommand::Alloc()); }
  • Get and Set DTYPE_COLORA/DTYPE_VECTOR4D on basecontainer or gedata

    c++
    7
    0 Votes
    7 Posts
    789 Views
    ferdinandF
    Hey @ECHekman, COLORA and VECTOR4D are both Maxon datatypes. For how to deal with custom data types, you can have a look at this. But since this is a maxon data type and not a cinema data type, you cannot use a static_cast. When you do not want to store your maxon data wrapped as data, the only thing which remains is unsafely casting the data (but our style guide recommends using reinterpret_cast to make the unsafe nature obvious). const maxon::ColorA* myColor = reinterpret_cast<const maxon::ColorA*>(geData.GetCustomDataTypeI(DTYPE_COLORA)); I had a look and we do this in some UI related places too, so this might be a side effect of the 2024 changes to data types in relation to that specific custom gui. Cheers, Ferdinand
  • Data, DataTypes, Python and GUI

    c++ python
    7
    0 Votes
    7 Posts
    973 Views
    E
    Ok thanks for the help Ferdinand. I will take the road of least resistance and just build on top of float64 vectors
  • 0 Votes
    2 Posts
    500 Views
    i_mazlovI
    Hi @heytraile, Please have a look at our Support Procedures: How to Ask Question section. Usually it is very helpful if one provides a relevant code snippet, demonstrating the issue. This helps to reduce the room for any misinterpretations of your original question. Regarding the issue you're describing, the "null" being logged to the console is often a symptom of an implementation issue within a function that overrides the base implementation. Specifically, if a function (such as Message() or RestoreLayout()) is expected to return a particular type (e.g., bool), but instead returns None or a mismatched type, it can result in unexpected behavior and the "null" log. Cheers, Ilia
  • Issue Retrieving Alpha Layer from a Layer in MultipassBitmap

    windows c++ 2024
    2
    0 Votes
    2 Posts
    388 Views
    ferdinandF
    Hello @T1001, Thank your for reaching out to us and for splitting your questions into multiple topics. But let's put this topic on hold here until we have asked your other question (which I set as the main question). Cheers, Ferdinand
  • Python - How to insert knots in c4d.Gradient

    python
    3
    0 Votes
    3 Posts
    473 Views
    V
    Thank you very much, @i_mazlov! This is what I needed!
  • Syntax highlight in VS Code under MacOS

    python macos
    4
    0 Votes
    4 Posts
    885 Views
    ferdinandF
    I would heavily recommend using the extension, as it will automatically curate the paths for you. I.e., when you use the extension and connect to a Cinema 4D instance, it will make sure that the dummy modules of that Cinema 4D version are on the search paths. But when you really do not want to use it, you can also just edit your config so that the dummy module paths are discoverable for auto complete and the linter. [image: 1731583351292-2a76cd6c-35aa-451f-82db-02b03694e72d-image.png] What you will need in any case, is the Python and Pylance extension for VS Code, as they are the extensions which make use of these settings. When you install the connector, they will be installed automatically as a dependency. [image: 1731583415824-0b5d77af-5f23-4203-9a0a-276b8eafc62e-image.png] Cheers, Ferdinand
  • C++ Import Custom Extension With Modal

    windows c++ 2024
    2
    0 Votes
    2 Posts
    357 Views
    i_mazlovI
    Hi @RyanTheDev, Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions. About your First Question Please elaborate on your question, there's no good reference or solution you can get without providing the context. What is a "custom file type"? do you mean you've implemented BaseSceneLoader plugin? When you try to open dialog? Is it happening on main thread? What's the code that does this? What does it mean "keeps failing" - does it give you error instead? You can also have a look at SCENEFILTER::DIALOGSALLOWED flag, if it's applicable in your case. Cheers, Ilia