• FILENAME attribute extension filter

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    rsodreR
    @s_bach Ok, I can revert the values to the base container. That solves my issue, thanks!
  • Filling vertex_color for SceneHook

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    a_blockA
    Hi, GeAllocTypeNC() was already removed from the API with version R15 (see API Change List in R15 and maybe more interesting for you Transition to Cinema 4D R15 API). You are already on the right track using NewMem(), now in R20, there's an additional change, which bites you here: The error handling. This indeed is quite an important topic and (of course no bragging involved at all) a really nice feature in the new MAXON API. But it's also the one thing that causes most needed changes for R20. The point is, here at MAXON we do not take error checking lightly. Actually quite the opposite, we enforce error handling where ever we can and our internal developers have no chance to get away without. So, before I provide the solution, here the recommendation to take the time to read the manuals about the Error System. Additionally I recommend the manuals about classic API Entity Creation and Destruction and its MAXON API sibling about Memory Allocation. The additional means you get provided with in the new MAXON API can really make your life easier. I apologize for writing so much before coming to your actual issue. In the end NewMemClear() now returns an Error Result, which basically encapsulates the actual return value and needs to be evaluated in order to get the actual return value. No worries, this is done in a highly optimized form, so it should not impede your code's performance in any way. If you take a look at our SDK examples, you will find quite a few places, where error handling in conjunction with NewMem is demonstrated in various ways. Cheers, Andreas
  • BaseContainer bc = NULL;

    c++ r20
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    R
    Thank you Andres. I'm going with the boolean variable to flag if a BaseContainer contains something or not.
  • Quicktab Radio Buttons

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    merkvilsonM
    Seems like this is a way to go. LONG TEST_BUTTONS {CUSTOMGUI QUICKTABRADIO; CYCLE{ TEST_1; TEST_2; TEST_3; }FIT_H;} Previously my mistake was that I was writing CUSTOMGUI QUICKTABRADIOBUTTON instead of CUSTOMGUI QUICKTABRADIO
  • Non blocking modal

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    rsodreR
    @m_adam I think that will not be possible for what I want to do. I ended up catching BFM_LOSTFOCUS in the dialog, canceling the process.
  • INCLUDE user-defined res files

    python
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    a_blockA
    Hi, no, you are not! Really there are no stupid questions and please do not delete such posts. Especially not, if you already invested time in posting the correct answer. We'd rather see this as knowledge others might benefit from in the future. Cheers, Andreas
  • Using maxon::BaseList with a TreeView?

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    M
    Hi @Kuroyume0161, first of all, welcome back in the plugincafe community, I'm glad to see you here! Unfortunately, this is not possible to use directly a BaseList with a TreeView and as you already figured it out, you have to maintain this list yourself. While it's very nice that a TreeView offer this abstraction level, and allows to make a list from any kind of data, it has the overhead to builds this TreeView layer. Cheers, Maxime.
  • Adding icon to submenu

    python windows r20
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    B
    Thanks, Maxime! I will use that in the meantime. Edit: Why can't I flag your posts as the correct answer? I can only flag my own.
  • getline not working

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    R
    It is so weird that it worked in versions pre R20. Well, I will have to find a new solution, then.
  • GetCache() bug

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    M
    Hi @merkvilson, this feedback has been communicated to our development team. Cheers, Maxime.
  • Checkmark in submenu list when using GetSubContainer

    python r20
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    a_blockA
    Yes, that's appropriate. Thanks
  • Undefined symbols for architecture x86_64

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    R
    This is really weird but after getting this error (and everything all being Ok), the way that I found to get rid of this error is to delete the xcodeproj, the props, the vcxproj and the vcxproj.filters files from the project folder, leaving just the projectdefinition.txt file there, and running the Project Tool again. Then, opening the newly created xcodeproj file, I no longer get this error and it compiles fine.
  • Use of undeclared identifier 'g_resource'

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    R
    Good news. And... more good news. The best news are that, after creating a Debug version and running Cinema 4D R20 from XCode, all of a sudden, the plugin started working!!! I then created a simple build (not a Debug one) and it is still working fine The other good news is that I now know how to create a Debug version
  • GeDialog in a Python Script: error without exception set?

    python r20
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    fwilleke80F
    Hi Maxime, now that's interesting. You code runs perfectly fine. If I copy & paste your dialog code into my script, it still works, though your dialog is seemingly similar to mine. So, I have no idea what fixed it, but it did. Maybe some excess trailing spaces somewhere? Weird... but thank you for doing your magic If I ever find out what was happening here, I'll post here. Cheers, Frank
  • Current document in Team Render

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    @r_gigante It was about updating an object during the render process but I used a different aproach just by sending the object's doc to that function so I think it could be solved already.
  • GeDialog in a Python Script does not work

    r20 python
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    fwilleke80F
    Aaah, ok, thanks! I browsed a couple of examples here in the forum, and always saw them return True. Should've known better Cheers, Frank
  • Polygon selection order

    python r20
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    r_giganteR
    Hi Pim, thanks for reaching us. With regard to your question, I confirm that there's no option to get the order of the selected polygons nor the interaction tag can help in this direction. Best, Riccardo
  • Can't open project file in XCode

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    R
    I found the culprit. My cmyk.cpp file was inside of a folder. When I got it out and placed it alongside the main.cpp file, the project file created by the Project Tool finally opened in XCode. Now I'm getting other errors, but at least the problem reported in this post is solved.
  • Spline modeling commands via OBJECT_MODIFIER (Python)

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    merkvilsonM
    @m_adam said in Spline modeling commands via OBJECT_MODIFIER (Python): Maxime Thank you, Maxime for your explicit and informative answer! I'll take a look into it.
  • (Again) adding python external modules

    r20 python
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    M
    Sorry if I wasn't clear. Cinema 4D Python does not come with setuptools or pip installed you have to do it. My point was, PyCharm automatically do it as long as the defined Project Interpreter is c4dpy. Just a quick overview: In Pycharm go to File -> Setting (CTRL+ALT+S) [image: 1547561831227-01.jpg] Then Project Interpreter [image: 1547561878261-02-resized.jpg] In the top, click on the bolt button and Add [image: 1547561922410-03-resized.jpg] Make sure to rename c4dpy.exe to python.exe (Pycharm do not support something not called python) Then define the interpreter as python.exe (our c4dpy.exe located in our Cinema 4D installation) [image: 1547562066435-04-resized.jpg] Click Ok, Select it in the dropDown list, it should load a bit (installation process for pip and setuptools) Then click apply and pip/setuptools is available. You can also search for any package available from pip which is compatible with our version of Cinema 4D by clicking on the Green addition sign. With regards o your question, yes python installation directory is C:\Program Files\MAXON\CINEMA 4D R20.038\resource\modules\python\libs\python27 but you should never modify these files. And we are not responsible for any issues related to any modification of these files. Cheers, Maxime.