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    Storing NodeData in Tag

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 01/05/2005 at 11:47, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.1 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hello together,
       
      I have the following situation. I have created a custom tag type, for which the user can open an editor (similar to the XPresso-GUI). There you can create certain types of elements which are plugins that are derived from the NodeData-class.
       
      Creating the elements within my editor works all fine.  But I have the problem, that I need to attach them to the tag, for which the editor was called.
       
      How could this be done?
       
      I have been browsing the SDK-docs for a while now and found out the probably SetCustomData(...) might be the key to this, but I didn't manage to get this work.
      Here is how I try it (just a test with a single node) :

      GeListNode *node = AllocListNode(ID_MYNODE);
      tag = GetActiveDocument()->GetActiveTag();
      if (tag) {
      tag->SetCustomData(node);
      }
      
      

      Thanks in advance.
      Dani

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 03/05/2005 at 02:17, xxxxxxxx wrote:

        I think a better way is to create a GeListHead and store the nodes in there. Then you can use GetBranchInfo() to provide full integration of your nodes with the AM and animation. (At least in theory; I haven't experimented with it much myself.)

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