• 0 Votes
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    B
    @m_magalhaes Oh gotcha. Thanks for the reminder. Totally forgot they UNDOTYPE_CHANGE have a different placement thant UNDOTYPE_NEW Thanks again. Have a great day ahead!
  • Multiple animation import

    Cinema 4D SDK python r20 r21
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    S
    @kbar @m_adam Thanks for the help lads, the markers were already added thanks to Kent suggestion in his previous reply. Now the only things left are a little "GlTF-fighting", and some more polishing, packaging and testing before updating the plugin with a - hopefully - nice animation support ! I'll let you know when that's done (probably not before 2020 though ). Cheers, Loïc
  • 0 Votes
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    D
    @m_magalhaes I'll write it in your way Thank you very much. Cheers!
  • Undefined symbols

    Cinema 4D SDK r21 sdk
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    R
    Great, I will do that.
  • Wrong indentation of if ?!?! What is wrong?

    Cinema 4D SDK sdk r21
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    r_giganteR
    Hi Rui, thanks for reaching out us. With regard to your issue, I confirm that whilst VS is more "tolerant" with regard to code-style check, Xcode is less. The code style check, which is embedded in our source processor, expects tabs rather than spaces for code indentation and it could happen that either Tabs has not be set in Xcode preferences, as preferred indentation method, or that you've copied and pasted some portion of code that was indented with spaces. Please check your indentations for using tabs rather than switching off completely the style check. Best, R
  • String to ASCII value and vice-versa.

    Cinema 4D SDK sdk r21
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    S
    Hello, just FYI: you find information on how to access individual characters from a string in the manual: String Manual Also, one of our examples includes checking the ASCII value of a given character: streamconversion_impl.cpp If your question has been answered, please mark your thread as a question and set it to "solved". best wishes, Sebastian
  • Access parameter failed

    Cinema 4D SDK c++ r21
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    chuanzhenC
    @s_bach Thanks, I ignored the parameter check and it works now!
  • Reverse iterators, how to use them?

    Cinema 4D SDK r21 r20 c++
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    C4DSC
    @m_adam said in Reverse iterators, how to use them?: Hi @C4DS Here the message from the development team which confirms what I said to you previously. Hi Maxime, I didn't doubt what you said earlier. I only wanted to point out that it wasn't clear from reading the documentation which collection could be used with reverse iterators. It's nice mentioning in the documentation about RBegin/REnd, Range based loops, etc ... but not everyone looks into the collection implementation to see which types do have RBegin/REnd or are range based, ... HashMap doesn’t support -- so you can’t use a reverse iterator for that. It wouldn’t make sense anyway because HashMap iteration is unordered. Having used std::map some might expect HashMap to be ordered, but it isn't mentioned anywhere it isn't. But the point has been made, and it is now clear how to use reverse iterator. Topic well be closed as "solved".
  • Use of undeclared identifier 'tmperr_ies'

    Cinema 4D SDK
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    R
    Thank you very much, RIccardo. I will look into it tonight when I get home.
  • 0 Votes
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    @m_adam Thanks for confirmation. Will close this thead now. Looking forward to the documentation
  • Error when trying to compile the R21 SDK

    Cinema 4D SDK sdk r21
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    r_giganteR
    Hi Rui, thanks for reaching out us. With regard to your question there are a few things to note: /Applications is a folder which requires elevated permission to write in: I recommend to move the SDK in a different location where standard user permission are required; with R21, whether you're using Xcode 10.1 or further revision, it's supposed that you enable the Legacy Build System in the Project Settings: be sure to set it via File -> Project Settings in Xcode. Finally it's recommended, when such building issues are faced, to provide a description of your development environment. Cheers, R
  • Attach XPresso Graph to GUI via Python

    Cinema 4D SDK
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    DunhouD
    @ashton_fcs_plugindev That is so cool , Is it finish yet? I am new to GeUserArea too , That's a dreamly example to learn GeUserArea.
  • 0 Votes
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    561 Views
    ManuelM
    Hello Sorry for the delay, Christmas time didn't helped. I've opened a bug entry for that issue. I'll be back when i'll have more information. I've added the "Bug report" tag to this thread Cheers, Manuel
  • Strange crashes in R20 & R21

    Cinema 4D SDK c++ r21 r20 macos
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    r_giganteR
    Thanks for the update Frank. Looking at your "resolutions" I think that the actions you took were responsible, in the first case, to clean the existing derived data for the R20 project, whilst in the second, to refresh the DerivedData subfolder where the newly re-created R21 project was supposed to store intermediate files. Please keep us updated and for the mean time I'm going to set this thread as solved. Cheers
  • 0 Votes
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    S
    @m_magalhaes Hello, thank you very much for your inspiration. You've been very helpful. There is no need to overwrite TranslateDescID(), only two macros HandleDescGetVector and HandleDescSetVector can realize my idea. Thanks again! Cheers, Sean
  • R21 GeUserArea in docked GeDialog behaves differently

    Cinema 4D SDK c++ r21
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    M
    Still not I will update you as soon as I have some news. Cheers, Maxime.
  • Viewport render and camera FOV

    Cinema 4D SDK c++ r21
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    ManuelM
    Hello, That's a more wide discussion about how to code. We can say that as long as it compile and your plugin is working, your code is fine. Cinema 4D is provided for both Windows and OSX, so differences can be introduces. Using our datatype guaranty (unless a bug) that your code will work the same on both OS. (of course there's always exception, don't jump on them ) Same goes for external librairies. Another example is our thread/job system, some external librairies can interfere with cinema4D in a badly way. Cheers, Manuel
  • Project Tool Permission Denied

    Cinema 4D SDK
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    R
    Ok, made it work now. Thank you so much.
  • 0 Votes
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    S
    I think we are talking past each other. You can of course build any project any way you like. An then make sure that your plugins link to the build result using the link options defined in projectdefinition.txt. But I think you want to include an already existing (non-plugin) project in the solution created by the Project Tool, right? And I think that is not possible. I guess you could add the project manually to the solution created by the Project Tool.
  • Output all renderpaths

    Cinema 4D SDK r20 r21 windows python
    3
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    B
    Thanks Maxime! In the mean time I will cycle through takes, AOVs and Frames manually to get the paths.