• Help needed * .res files, dialogs etc...Plugin beginner

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    ManuelM
    @thomasb said in Help needed * .res files, dialogs etc...Plugin beginner: but can I do my own init function? yes you can, specially if you want to initialize some variable. But you should not create any geometry there and return this geometry in GVO (get virtual object). About the group, there's a note about it here. Each NodeType have a "parent" group. Glad that it is working now. Cheers, Manuel
  • Is it possible to control Camera with keyboard WASD like a FPS game?

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    @ferdinand Wow,thank you so much ferdinand!
  • 0 Votes
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    ferdinandF
    Hello @Артём, we will set this topic to 'Solved' when there are no further questions or replies until Monday, November the 22th. Thank you for your understanding, Ferdinand
  • API for new behavior of opnening Windows in Layout

    r25 python windows macos
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    ferdinandF
    Hello @HolgerBiebrach, we will set this topic to 'Solved' when there are no further questions or replies until Monday, November the 22th. Thank you for your understanding, Ferdinand
  • How to remove the floating button on the plugin?(DLG_TYPE_ASYNC)

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    ferdinandF
    Hello @jeremyliu1989, we will set this topic to 'Solved' when there are no further questions or replies until Monday, November the 22th. Thank you for your understanding, Ferdinand
  • VS 2012 complains -c4dplugin.pdb not included

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    ferdinandF
    Hello @ingvarai, we will set this topic to 'Solved' when there are no further questions or replies until Monday, November the 22th. Thank you for your understanding, Ferdinand
  • GeDialog Button Highlighted By Default

    r25 python sdk windows
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    ferdinandF
    Hello @blastframe , we will set this topic to 'Solved' when there are no further questions or replies until Monday, November the 22th. Thank you for your understanding, Ferdinand
  • How can I get a Layer's objects with Python?

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    ferdinandF
    Hello @delizade, we will set this topic to 'Solved' when there are no further questions or replies until Monday, November the 22th. Thank you for your understanding, Ferdinand
  • Changing VideoPost leads to TypeError

    r25 windows python
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    ?
    @m_magalhaes Yes, I think the error was because Octane was the result of rdata.GetFirstVideoPost() and those symbols don't exist in it. If I check for the Viewport Renderer, it seems to work fine. Thanks for the reply and symbol tip!
  • Override material tag in take

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    ferdinandF
    Hey @krfft, thanks for posting your detailed results. Cheers, Ferdinand
  • How to Rotate an Object

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    ferdinandF
    Hello @WDP, this question would technically also be a new topic, please follow these rules. There is no formal notion of an object axis in the sense of a moveable entity in the API. Objects have their matrices (the global and the local one), which are effectively their own coordinate system opposed to the world coordinate system (or transform or frame when you prefer these terms over coordinate system). So, when you want to reproduce what is possible in the app, and move, rotate, or scale the axes of an object, without moving the geomtery of the object itself, then you will have to transform the vertices of that object. So, when the object has the world offset (0, 0, 0) and you want to move the axes to (100, 0, 0), you must first set the global object matrix to an offset of (100, 0, 0) and then apply the inverse of a transform that translates by (100, 0, 0) to all its vertices. I would recommend reading the matrix manual I did post in my first answer here. This will however only be possible for editable point objects, e.g., a c4d.PolygonObject. You are showing a generator object, i.e., a c4d.BaseObject with some cached geometry in your screenshot. You cannot move the axes for these objects, neither in the SDK nor in the app itself. We had recently this topic which dealt with moving the axes of a polygon object. Cheers, Ferdinand
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    ferdinandF
    Hey, good to hear that it does work for you (for now) I do not think that the definition of mgOrientationDelta is the culprit. It is just another way of doing what was done before with .MulV, i.e., it is just a transform without the offset component. As I indicated in my last posting, I did not spend much time with debugging your code, I just copied over the tag stuff and wrote the rest from scratch. I do not think that we do have to change anything here in the topic structure. But if you personally feel it would be better so, you can of course do it. At least I think you can, you have to open the topic tools button: [image: 1636375556111-18e1f9a6-d363-44c1-87a5-14e4a50e058e-image.png] and there you should then have this button: [image: 1636375625878-0faeb0a9-2343-4c7d-b971-4a059576700b-image.png] If you do not, well then only mods can do that Cheers, Ferdinand
  • How do I put objects into the timeline?

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    ferdinandF
    Hello @Cairyn, thank you for reaching out to us. Clarification: I am not looking for the iteration of objects, for the selection, or for the folding. Just for the method that will show the object/the track in timeline xxx. I wouldn't mind if someone could confirm that there is no access at all to the Timeline elements, or present an alternative...) You can add BaseList2D to a Timeline Manger by simply adding a CTrack to them. But you are probably after the special case where an object is being placed by drag and drop into a Timeline. This is a special case since the object has then no track. When you delete the last track of an object in a Timeline, then the object will be removed. This makes the drag and drop case a special case. Internally, the objects of a Timeline Manager are tracked in a list-like structure which is populated by traversing a document and events like object creation or drag and drop. It will automatically ingest all BaseList2D that have a track (and remove such that do not have tracks anymore). Nodes without a track that have been dragged and dropped into a Timeline are added "manually" to that list without being deleted. This works as far as I understand with a GeMarker being added to them. So technically, one might be able to replicate this in C++ by also adding that marker, but its content is not public and might carry other side effects. What I found out while playing around with tracks, is that one can add "fake" tracks by either completely making up a track id, which are then called just "track", or incomplete ids, e.g., for the position of an object. This could serve as a clean slate if desired but could also have side effects. [image: 1636374366235-ac3dd38c-8e5d-4f48-a3cd-941ae2c987cc-image.png] descId = c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_REL_POSITION, c4d.DTYPE_VECTOR, 0)) track = c4d.CTrack(op, descId) op.InsertTrackSorted(track) c4d.EventAdd() Preventing the object being removed from the Timeline when deleting its last track is not possible in Python. At least I do not see a way to do it at the moment. Cheers, Ferdinand
  • Replace Plugins in a Running Cinema 4D Instance

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    Oh! Forget guys my message above! The calling of Python code from C++ plugin in @kbar 's advice does the trick! If someone from the future who will read this thread will need the code example, I just use the code snippet from here: https://developers.maxon.net/docs/cpp/2023_2/page_maxonapi_python.html and feed to it this code: // call it from somewhere String code = "import c4d\nimport maxon\nimport os "; code+= "\n\nprint(f'This is simple message')"; code += "\nos.rename('C:/Code/sdk/plugins/myPlugin/myPlugin.xdl64', 'C:/Code/sdk/plugins/myPlugin/old_myPlugin.old')"; ExecutePythonScript(code, GetActiveDocument());
  • Python Objekte X Y Z

    Moved python r21 windows macos
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    W
    Thank you very much!
  • Ensuring only 1 specific pyTag in a document?

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    ferdinandF
    Okay, thanks for the heads up
  • Dynamics Body Tag & GetVirtualObjects

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    ferdinandF
    Hello @mfersaoui, Without any further questions, we will regard this topic as solved and flag it accordingly by Monday, September, the 8th. Thank you for your understanding, Ferdinand
  • Creating my own color preferences

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    ferdinandF
    Hello @tdapper , Without any further questions, we will regard this topic as solved and flag it accordingly by Monday, September, the 8th. Thank you for your understanding, Ferdinand
  • OpenInputStream() works incorrect.

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    ferdinandF
    Hello @yaya, thank you for reaching out to us. Your example does build for me in R23, at least regarding the mentioned line of code: const maxon::InputStreamRef inputStream = webFile.OpenInputStream() iferr_return; Your example is however incomplete, it is missing the include statement to include iostreams.h which is likely causing your error. But there should be more errors for you in this stretch of code, since for example the line const maxon::Url webFile = (maxon::Url("https://www.mysite.com/Somevideo.mp4"_s))iferr_return is also incorrect. Find a commented example at the end of my posting for details. On SDK help search there is no a link to a "InputStreamRef". The maxon API does provide in C++ a managed memory environment, i.e., garbage collection, akin to managed languages like C# or Python. Which means all objects are split into the actual object instance and references to that instance. The object instance is then reference counted and deallocated once there are no references to it anymore. So, when you have a ThingRef, it is actually just a reference to an instance of a ThingInterface (at least most of the time, copy-on-write object references do not have the Ref postfix, i.e., the reference for a COW ThingInterface would be called Thing). The Doxygen parser (the tool we are using for documentation) does struggle heavily with all the metaprogramming we do and cannot properly ingest Ref entities. This is a bit tricky subject we are aware of and working on to, but this will take some time. Long story short, you would have to search here for InputStreamInterface. There is also our Entity Creation Manual which does expand a bit on the topic of interfaces and their references. If you continue to have problems, please make sure to post your full code and not just a snippet, as it otherwise mostly guesswork for us to figure out where your problem lies. Cheers, Ferdinand // You must include this header in order to have access to the full interface definitions. #include "maxon\iostreams.h" maxon::Result<void> SomeFunction() { iferr_scope; // The iferr_return here was incorrect. In our example it is required because we concatenate there // two urls. UrlInterface.operator+ is a maxon::Result, i.e., requires error handling. Just // initializing a Url does not have any error handling and therefor requires no iferr_return. const maxon::Url url("https://www.mysite.com/Somevideo.mp4"_s); const maxon::UrlScheme scheme = url.GetScheme(); const maxon::Bool isHTTP = scheme == maxon::URLSCHEME_HTTP; const maxon::Bool isHTTPS = scheme == maxon::URLSCHEME_HTTPS; if (isHTTP || isHTTPS) { const maxon::InputStreamRef inputStream = url.OpenInputStream() iferr_return; const maxon::Int length = inputStream.GetStreamLength() iferr_return; maxon::BaseArray<maxon::Char> data; data.Resize(length) iferr_return; inputStream.Read(data) iferr_return; inputStream.Close() iferr_return; // trgetUrl was not defined in your/our example, so I did redefine it here as someUrl. const maxon::Url someUrl("https://www.yoursite.com/"_s); // This will be "https://www.yoursite.com/Somevideo.mp4", i.e., GetName returns the last // component of a Url, e.g., "Somevideo.mp4" in this case. Here we need the iferr_return, since // UrlInterface.operator+ can fail, i.e., return an error. const maxon::Url anotherUrl = (someUrl + url.GetName()) iferr_return; const maxon::OutputStreamRef outputStream = anotherUrl.OpenOutputStream() iferr_return; outputStream.Write(data) iferr_return; outputStream.Close() iferr_return; } return maxon::OK; }
  • How to control Picture Viewer by Python in C4D R19 ?

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    ferdinandF
    Hello @Артём, without any further questions, we will consider this topic as solved by Tuesday, November the 2nd and flag it accordingly. Thank you for your understanding, Ferdinand