• Plugin porting to R20(R21) MacOS problem.

    Cinema 4D SDK r20 c++ r21
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    WTools3DW
    So my problem was actually not related to OSX but to compatibility issues between minor releases. Thanks to your replies I sorted it out. And I finally understand your versioning concept. Thank you Manuel, good job! Regards, Viktor Veličko WTools3D s.r.o. www.lwcad.com
  • plugins folder, now you see me, now you don't.

    General Talk
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    ManuelM
    hello, I confirm it's strange. Could you use the g_console=true and g_logfile=d:\logfile.txt as said in this page (both will contain the same lines) Send us the logfile ([email protected]) if you don't want to share that in public. Cheers, Manuel
  • 0 Votes
    4 Posts
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    G
    Thank You @m_magalhaes and @zipit Both your suggestions were very helpful. The controller works very well @m_magalhaes I just needed to convert my user data input to BaseTime and it works perfectly. I was able to solve the updating issue to work how I want. I only needed to add: c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED) Now my timeline markers update nicely as I change values. This topic can be marked solved.
  • How to deselect item in a fieldList

    Cinema 4D SDK r20 r21 python
    7
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    S
    @m_magalhaes Hey! Added the code you provided and it works nicely, thanks so much! Cheers, Sandi
  • utils.ViewportSelect() Problem

    Cinema 4D SDK r19 r20 r21 python
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    gheyretG
    @zipit Thank you man ! I see how to fix it now!~~ Cheers harry
  • 0 Votes
    3 Posts
    616 Views
    N
    Hey zipit, thanks for the answer! Exactly what I needed! Best Regards, Florian
  • Iterating trough Field list?

    Cinema 4D SDK python r20 r21
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    ManuelM
    hello, I've forked the question to this thread cheers, Manuel
  • Writing data to the .c4d file

    Cinema 4D SDK r20 python
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    ?
    @m_magalhaes said in Writing data to the .c4d file: You can also use del that is pythonic bc = doc.GetDataInstance().GetContainerInstance(MyUniqueId) bc.RemoveData(2000) #del (bc[2000]) Wonderful, @m_magalhaes , thank you so much!
  • 0 Votes
    4 Posts
    612 Views
    S
    Hello, there is no thing as mouse direction. The mouse has a position. The direction is the result of comparing two mouse positions. as @zipit stated, you can create a tool that implements MouseInput(). Within MouseInput() you can use ViewportSelect.PickObject() to check what object and what point the mouse is currently over (Using BaseView.SW()). You can store the previous mouse position and compare it to the current mouse position to calculate the direction. Unfortunately, there is an issue with the Python version of PickObject() (How do I find the z-depth with Python ViewportSelect.PickObject()?), so you might have to implement your idea as a C++ plugin. You find some code in the pickobject.cpp example. best wishes, Sebastian
  • Detect if inside the Material Editor

    Cinema 4D SDK python r19 r20 r21
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    ferdinandF
    Hi, check RENDERFLAGS (Link). You will have listen in NodeData.Message() for them. I never did use this, but checking for RENDERFLAGS_PREVIEWRENDER sounds promising. Cheers zipit
  • Modifier parameters change uppon scaling

    Cinema 4D SDK r20 c++ windows macos
    3
    0 Votes
    3 Posts
    550 Views
    N
    Hello Sebastian, thanks for this quick response! I dind't know about this. But this solved my issue! Best Regards, Florian
  • Inserting an Image Shader into a Dynamic Slot

    Cinema 4D SDK r20 python
    6
    0 Votes
    6 Posts
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    S
    @blastframe said in Inserting an Image Shader into a Dynamic Slot: This is the C++ code of the shader: Hello, just to make things clear: the above snippet is NOT the "C++ code of the shader". It is the resource parameter description, that defines the parameter types and layout. See Description Resource. best wishes, Sebastian
  • Join command result offset

    Cinema 4D SDK r20 c++ python
    3
    0 Votes
    3 Posts
    631 Views
    rsodreR
    @m_adam Hi Maxime, Thanks for this workaround, indeed puts the polygon on the right place. Best, roger
  • 0 Votes
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    ManuelM
    @Jmelon said in How to use BaseDraw::DrawObject/DrawPolygonObject draw constant color like Display Tag Constant Shading mode: and sorry for my negligence, I will pay attention next time Don't worry at all, it helps us to answer your question faster and searching trough the forum. Cheers, Manuel
  • Safety of GetCache() after ExecutePasses()?

    Cinema 4D SDK r20 classic api
    3
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    F
    @m_magalhaes said in Safety of GetCache() after ExecutePasses()?: The scene will be update and you can retrieves the caches. Great, thanks! /Filip
  • Detect RenderDocument() in videopost

    Cinema 4D SDK
    5
    0 Votes
    5 Posts
    893 Views
    F
    @m_magalhaes "when you are using RenderDocument, you can set the RENDERFLAGS, so it can be virtually "anything"" -Yes, that makes sense. Thanks. "Can i ask you why you need to know if a render have been started using the RenderDocument() function ?" -In a custom renderer, I am exploring the possibility of sometimes (depending on user selected options) sending the rendered images to an external image viewer (not the c4d picture viewer). In this case, if RenderDocument() is called, we would still want to render to the c4d bitmap to make sure RenderDocument() correctly returns an image. Anyway, as I said, this was a bit of a long shot. Since this appears not to be possible, I will explore other options. Thanks! /Filip
  • Reading proper decimal values on lower numbers?

    Moved General Talk r20 python
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    ManuelM
    Hello, Thanks again @zipit for the fast and nice reply I also move this thread to general programming as it's not related to Cinema 4D Cheers, Manuel
  • Spline with closed and open segments

    Cinema 4D SDK python r19 r20
    5
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    5 Posts
    880 Views
    a_blockA
    Thanks, Manuel, for looking into it. Maybe worth a note in the docs? It is a bit confusing, isn't it? Cheers to the entire team, Andreas
  • Hair material Thickness Texture on spline segments

    Cinema 4D SDK r20 r19 c++
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    912 Views
    rsodreR
    @m_magalhaes Based on the hair_shader.cpp example, I implemented a workaround with a custom shader on the Texture attribute, using calc_sample to sample per segment. Works fine!