• 0 Votes
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    DunhouD
    Hey @ferdinand , oops, I have an impression of this topic and tried to recall it, but I couldn't find any keywords in my mind at the time. I must have gone crazy. And the key is the GetData(), I have no concept of file composition and did not realize that what is returned here is the data required for an image file. Thank you very much. Cheers~ DunHou
  • GetChildren into an InExcludeData

    Cinema 4D SDK 2024 python
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    Thank you so much @i_mazlov . I'm still new to this and your reply is extremely helpful. Thanks again! Apologies for the double post. I wanted to completely remove the old post since I kinda spammed too many replies on it while I was figuring out what was wrong. Appreciate the help. Have a good day!
  • How to change the value here using python

    Cinema 4D SDK 2024 python
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    @ferdinand Thanks so much for such a detailed response. Learned a lot. My problem is solved. Thank you very much.
  • 0 Votes
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    i_mazlovI
    Hi @justinleduc , Great to hear your issue was resolved! Special thanks on sharing your solution with the community! Regarding compiling issues you had: Error C2440: <function-style-cast>: cannot convert from AutoAlloc<ColorProfile> to GeData The AutoAlloc wrapper is just a convenient wrapper for a raw pointer. Hence, to fix your issue you just had to dereference the pointer: CheckState(colorProfile); settings.SetData(BAKE_TEX_COLORPROFILE, GeData(*colorProfile)); Cheers, Ilia
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    kangddanK
    @ferdinand Thank you !
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    @ferdinand Wow, thanks a ton for that! Our workflow was working just fine without c4dpy, so I didn't get to check the forum again, but this is very nice. Happy new year!
  • Volume Builder GetInputObject returns something different?

    Moved Bugs 2024 c++ macos
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    Thanks for the info! Dan
  • How do I create a Plugin Identifier?

    Cinema 4D SDK windows python 2024
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    ferdinandF
    Hey @shir, good to hear that you solved the issue. Maybe NodeBB has an issue with the specific (top level) domain your mail handle was under? I just checked the logs and this is the event for the second registration mail that has been sent out (I edited your mail handle for privacy reasons). I.e., this is the one I manually invoked. There is another event for your actual registration. As far as NodeBB is concerned, it seems to be convinced that it successfully sent these mails. { "confirm_code": "dbcc0d6c-8646-4191-9975-badc1c7035f2", "email": "[email protected]", "subject": "Welcome to PluginCafé", "template": "welcome", "timestamp": 1751883962965 } NodeBB can be a bit buggy from time to time but that it fails to send a mail and then creates an event for successfully sending it, would be a bit odd. I will have an eye on this. Cheers, Ferdinand
  • 0 Votes
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    i_mazlovI
    Hi @hoffwerr , Please check our Support Procedures about consolidating consequent answers in a single posting. Please also do not duplicate your threads! I assume this question was answered in your second thread: GetChildren into an InExcludeData. Cheers, Ilia
  • 0 Votes
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    i_mazlovI
    Hi @ezeuz, Great to hear you've figured it out and thanks for sharing the solution with the community! Cheers, Ilia
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    i_mazlovI
    Hi @mikeudin , To me it sounds pretty much like this issue here: issue with inserting fieldlayers in r2024, particularly after I couldn't reproduce this issue with the internally available next version of cinema. Cheers, Ilia
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    Hi sorry for not answering this topic earlier, I finally found some time to investigate and sadly there is nothing you can do in your side, this memory leak is coming from the Illustrator Importer and can be big, since all the points and tangents of the file are leaking. A fix will be available in the next update. Thanks for the report ! Cheers, Maxime.
  • 0 Votes
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    Thanks a LOT @ferdinand and @mikeudin , for sharing your insights and suggestions! They are definitely valuable and am sure will come in handy in the future!!!
  • BitmapButton not work

    Cinema 4D SDK 2024 python
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    chuanzhenC
    @ferdinand Thanks
  • Get information about BasePlugin

    Cinema 4D SDK windows python 2024
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    gheyretG
    Thanks for your explaination @ferdinand Now I understand what's going on here. Cheers!
  • vcxproj toolset configuration

    Cinema 4D SDK windows c++ 2024
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    @ferdinand Thanks for reply. I think I understood it. As an workarround, I can replace all the v142 in generated vcxproj with v143. I'm not using VS IDE , so I have to do it manually.
  • 0 Votes
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    ferdinandF
    Hey @moghurt, Thank you for reaching out to us. I tried using the pyp plugin to execute Python scripts when starting the software to modify the project file, but when I use the '-render' parameter, the Python code in the pyp plugin is executed after the rendering is complete. I can only speculate as to what exactly you have been doing here, as you do not provide any details or code. Please have a look at Support Procedures: Asking Questions for how to ask good technical questions. The general workflow for what you want to do here (given that one really wants to follow the plugin route) would be to implement PluginMessage for your plugin, and then try to run your code from there at a fitting point of time in the startup sequence of Cinema 4D. And while I would not rule out that -render has an impact on the startup sequence of Cinema 4D, the general claim that your Python code only runs after the rendering seems a bit far fetched. Because for events such as C4DPL_INIT_SYS and C4DPL_INIT modules and plugins have not been loaded yet, i.e., rendering is literally impossible at these points. The plugin approach also assumes that you can inject without problems alien command line arguments into a Cinema 4D app call, e.g., \CINEMA 4D.exe"-nogui -render "render.c4d" -script "myscript.py" with -script being the alien argument. I am not quite sure that this would work, I would have to try myself. What also is problematic, is that you are likely not able to get hold of the render document on this route. The active document will be the empty document, not the render document, i.e., you cannot get hold of the BaseDocument for render.c4d. And you cannot just open and modify the document yourself, as Cinema might have already a lock on that file or is even already loading it. All this makes using c4dpy instead much more attractive as you won't have these problems there. It is also the intended solution for what you want to do here: Modify one or many documents without a GUI in a fire and forget manner. A while ago we had the topic Extending the Command Line with Python where I showed a workflow for how to treat c4dpy as a Script Manager environment. The thread is four years old, written in Python 2 syntax (you will have to convert to Python 3 syntax), and I was then not yet a Maxon employee but a student. So, you might run into some issues. But the principle is definitively reproduceable and I also do not see anything in my old code which seems like a really bad idea. Your workflow could then look like this for doing the pre and post rendering events (as a bat, ps1, sh, or command file and assuming that you do not want to overwrite files): c4dpy script_manager_environment.py -script my_script.py -in my_doc.c4d -out my_doc_pre.c4d CommandLine -my_doc_pre.c4d ... c4dpy script_manager_environment.py -script my_script.py -in my_doc_pre.c4d -out my_doc_post.c4d Cheers, Ferdinand
  • Change texture node colorspace

    Cinema 4D SDK 2024 python windows
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    ferdinandF
    Please open a new topic for new subjects. See our Support Procedures: Asking Questions. GetBit is a BaseList2D method, your node is not a BaseList2D.
  • Manipulate timeline from plugin

    Cinema 4D SDK macos c++ 2024
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    ferdinandF
    Hello @veenamandhan, 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 First of all, you first posting is a violation of our "one subject per topic" rule. When you have questions about multiple subjects, you must open multiple postings. For details on this subject, please see Support Procedures: Asking Questions. We usually cut newcomers some slack in this regard as they cannot know our rules in advance and one usually also has more questions than there are atoms in the universe when starting out with a new API. But we must ask you to conform to this rule in future postings. Regarding your questions: It depends a bit on what you would expect from an "audio input field", but generally, yes. We have the FilenameCusstomGui and the SoundEffectorCustomGui. The former is for letting the user select arbitrary files, the latter is a specialized GUI for sound files (but also hooks into tracks). In the end this also depends a bit on what plugin type you want to use, because not all plugins use the same GUI paradigms. [image: 1718883285369-352630af-9dba-4e39-ac71-5f40da6d26ab-image.png]. Yes, that is possible. You are however bound by the threading restrictions here as inserting tracks (your "audio") means modifying the scene graph. Which in turn means that you cannot do this in any of the major payload methods of scene element plugins like ObjectData::GetVirtualObjects, or TagData::Execute as they all run off-main thread. You can do this with all plugin types but for scene elements (everything derived from NodeData) you must usually be a bit more careful, as a lot of methods are there being called in parallel. That is a very ambiguous question. I am not really sure what you mean with "custom boxes like asset boxes", but in general you can implement any kind of custom GUI you want in C++. It again depends a bit on the plugin type you use. For dialogs, custom GUIs are realized by GeUserArea, for descriptions, i.e., stuff in the Attribute Manager, you will have to implement a CustomGuiData (and possibly a custom data type). The GUI paradigms manual is here also entry point for this subject. In general I would recommend opening a thread for each of these subjects, as this thread will become otherwise very convoluted and hard to read and understand for both you and future readers. Before you do that, I would however recommend that you start a thread asking for help which plugin type to choose, while briefly explaining what you want to do. Cheers, Ferdinand