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  • Get Message from TreeView gui dialog

    python
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    S
    Hello, SendParentMessage() is a member function of GeUserArea. It is only relevant if you create a custom GUI element based on GeUserArea. A class based on TreeViewFunctions is used to define the behaviour of a TreeViewGUI. It is not based on GeUserArea. In TreeViewFunctions, you could inform the host GeDialog about an event by sending a custom core message using SpecialEventAdd(). The GeDialog can catch this message with CoreMessage(). If you want to send data, one way is to store the data in a global variable which is then accessed by the dialog. best wishes, Sebastian
  • DrawLine2D on top of everything else

    r20 python
    6
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    6 Posts
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    P
    Thanks. Pim
  • 0 Votes
    3 Posts
    733 Views
    CairynC
    @m_adam Oops. Okay, GeRayCollider works only for polygon objects, as does GetPixelInfoPolygon. The idea was to provide a new selection method for arbitrary objects by just checking all hits of a scattered PickObject within a radius, and then select the nearest hit. For that, I need to be able to hit splines and parametric objects as well. Okay, I guess I can still do that in C++ then, thanks.
  • Precise float parameters in UI

    c++ r20 sdk
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    rsodreR
    Shouldn't STEP be used to set this precision? Or is there a limit for STEP?
  • STEP/STP FILE IMPORT PYTHON DOCUMENTATION

    r20 python
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    T
    @mp5gosu @m_adam I'll test out these options and see how it works out. Thanks for the information guys, I appreciate it!
  • This topic is deleted!

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  • DeformCache Update

    r19 python
    3
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    3 Posts
    543 Views
    chuanzhenC
    @m_adam Thanks
  • Shader-Material Linking

    c++ r20 sdk classic api
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    M
    Hi @Ogers, unfortunately, there is no direct way to do so. The only working solution is to retrieves the host of the shader (using BaseList2D.GetMain) Then iterates the description of this element and all its children to see where the shader is used. Cheers, Maxime.
  • SpecialEventAdd and structures / containers

    r20 python
    2
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    M
    Hi @pim, In Python, SpecialEventAdd can only pass integer value, so the sender part can store the data into the document BaseContainer send the SpecialEventAdd/ Process this event read back the data from the active document BaseContainer. You can find valuable information on this topic https://developers.maxon.net/forum/topic/8219/10712_pluginmessage-and-pycobject-solved/5. Cheers, Maxime.
  • Cinema 4D crashed without knowing it crashed

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    a_blockA
    Hi, I'm sorry you are having issues with Cinema 4D. You have ended up in MAXON's support forum for 3rd party developers. This is actually not a good place for user support requests. Instead I suggest to use the support form on our website. Cheers, Andreas
  • TreeView: How to insert dragobject as new item

    r20 python
    2
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    457 Views
    mikeudinM
    Solved. There is TREEVIEW_OUTSIDE_DROP option.
  • Send message to tooldata

    r20 python
    4
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    P
    @C4DS said in Send message to tooldata: PrepareData Your first answer works great! Thank you.
  • Drag&Drop in Editor window

    r20 python
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    3 Posts
    525 Views
    P
    Yes - dragging session only occurs in a 2D space - I thought so. Thanks.
  • Transform mouse coordinates to c4d coordinates

    r20 python
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    5 Posts
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    P
    Thanks for the answer. I just started with a command plugin. New requirements emerged and yes, perhaps I now change over to a tool plugin.
  • How to output BaseBitmap with ShaderData plugin

    python
    2
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    2 Posts
    565 Views
    r_giganteR
    Hi Merkvilson, thanks for reaching out us. If the final intent is to simply get BaseBitmapinformation to be returned by your shader, rather than sampling a Xbitmap shader I suggest instead to simply query the color information by using BaseBitmap::GetPixel and eventually apply color space transformation. def Output(self, sh, cd) : x = int(cd.p.x * self.bitmap.GetBw()) y = int(cd.p.y * self.bitmap.GetBh()) col = self.bitmap.GetPixel(x, y) return c4d.Vector(float(col[0]/256.0), float(col[1]/256.0), float(col[2]/256.0)) Best, Riccardo
  • 0 Votes
    4 Posts
    860 Views
    a_blockA
    Hi, I'm glad you found something working for you. I just want to mention, this way of using the deform cache directly will only work for very specific setups, for arbitrary object configurations you will most likely need to iterate through the cache. So, I think, it's worth to give those manuals another read. Also Maxime has posted some snippets in Getting a polygonal version of an animated mesh, which might be useful for you. Cheers, Andreas
  • Getting a polygonal version of an animated mesh

    Moved
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    R
    Well, I do have a loop but I just pasted the code that would, hopefully, perform the calculation. And I did tried the GetDeformCache approach, but my mistake was, in fact the cloning of the object. Thank you so much for the code, Adam.
  • Memory leak after plugin migration R16 -> R20

    14
    1 Votes
    14 Posts
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    r_giganteR
    Thanks a lot Daniel for following up here. Glad to listen that the update actually fixed it, although even on 20.030 I had no better luck to reproduce. Best, Riccardo
  • GetActiveObjects(flags)

    python r20
    3
    0 Votes
    3 Posts
    546 Views
    P
    @s_bach Ok, Thanks.
  • Team Render Client and plugins

    r20
    2
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    2 Posts
    646 Views
    C4DSC
    What the customer failed to mention was that the Team Render Client he used is on the same physical machine as his main Cinema 4D. Since both share the same plugins folder, the plugins were obviously installed manually for the main Cinema 4D, and thus also available for the local Team Render Client. Case closed.