• GroupBorderNoTitle change GUI or flags after user input

    Cinema 4D SDK
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    ferdinandF
    Hi @mogh, thank you for reaching out to us and thank you @mp5gosu for providing help. I think the most meaningful thing I can say is that GeDialog is pretty forgiving and not as strict as the sum of its methods might imply; at least that was my insight to be gained when I encountered the class first. Since you said you consider this to be still rough, here are some tips that might be helpful. All following method references are members of GeDialog. You can define and load file based resources for dialogs, just like it is implicitly done with descriptions, with LoadDialogResource. This helps to clean up GeDialog implementations from the inherent clutter that comes with complex interface definitions. You can also do this to some extent in a modular fashion, i.e., invoking LoadDialogResource multiple times will not replace the former content but instead append new content. CreateLayout is mostly a convenience method. Or in other words, there is nothing which does prevent you from modifying the resource of a dialog from anywhere else where you have access to the dialog instance (be careful with threading though). Resources are organized in groups and you can flush these groups with LayoutFlushGroup, for example to rebuild them on user interaction. Single arbitrary elements can be removed by invoking RemoveElement. The relevant methods are all grouped under Dialog Change Methods in the GeDialog documentation. If anything remains unclear, please do not hesitate to ask. Cheers, Ferdinand
  • Drawing to Multiple Views at Once

    Cinema 4D SDK r23 python windows
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    ?
    @ferdinand That's very helpful, thank you!
  • Thinking Particles- How to Set "Settings"

    Cinema 4D SDK r23 python
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    I
    Okay, thank you again.
  • DrawPolygonObject at specific z-offset

    Cinema 4D SDK r23 c++
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    ferdinandF
    Hi @C4DS, I am not sure that I can follow on what you are exactly doing. But my assumption is that you have x objects in a scene, want to block out all these objects with some kind of background texture and then draw one of these objects on top of that background texture, right? This is unfortunately not possible in my understanding. What you could do, is fill the viewport with a background texture by putting it behind an object by manually doing the trigonometry/transforms necessary for a given cemara. Not fun to do, because you have all these ifs and whens of camera parameters, but doable. This however would only give you a custom background and block out everything behind it, but not what is between the camera, the object and the background. Which is probably not what you are after if I understand you correctly. Cheers, Ferdinand
  • 0 Votes
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    beatgramB
    @m_magalhaes Anyway thanks for the support, Manuel! I love this great community.
  • 0 Votes
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    ManuelM
    hi, thanks @mp5gosu for the answer. About inserting material before making some changes, there's no real right way of doing it. It just that if something go wrong about the change you are doing, you have to remove the material from the document, while if you don't insert it, you don't have to. As @mp5gosu said it's better to insert the object in the document before linking them. Even if should work if you insert the material after. Cheers, Manuel
  • 0 Votes
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    fwilleke80F
    Thanks, Maxime! Looks like I have it running flawlessly now. good work on Terraform looks solid! Thank you! It is pretty solid, yes Cheers & happy Easter, Frank
  • Is there a Resource Editor for Version 23

    Cinema 4D SDK r23
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    ThomasBT
    Thanks a lot, this also works for Python Plugins or? Thanks man...
  • 0 Votes
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    ManuelM
    @blastframe said in Updating F-Curves in Timeline on EditSlider Drag: What's c4d.EVMSG_FCURVECHANGE for then? After a quick check (sorry, I should have checked yesterday for a more complete answer) literally nothing. It's used nowhere. Cheers, Manuel
  • 0 Votes
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    @ferdinand Thank you for this; it makes things much clearer. I am very grateful we have the forum to clarify these issues.
  • Collect System Information/Configuration

    Cinema 4D SDK r23 c++
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    ManuelM
    hi, you can have a look at our manual about MachineInterface you will find all the machine information under those attributs Cheers, Manuel
  • 0 Votes
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    @ferdinand That was exactly what I was seeking, thank you, Ferdinand!
  • Python and the GUI Separator

    Cinema 4D SDK python c++ r21 r23
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    CairynC
    Good to hear, thanks!
  • 0 Votes
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    fwilleke80F
    I was in deed calling the code from within PluginStart(). Calling it from PluginMessage(C4DPL_STARTACTIVITY) fixed it. Thank you, Kent! Cheers, Frank
  • Request: Combobox Icons

    Cinema 4D SDK
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    ferdinandF
    Hi @blastframe, the Python documentation will be updated in this regard with the release of R24. If you do not have any questions left related to the initial topic we would ask you to mark this topic as solved. Cheers, Ferdinand
  • 0 Votes
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    @zipit Thank you very much, Ferdinand. This helped me a lot!
  • Rotating a GeClipMap

    Cinema 4D SDK windows python sdk r23
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    @zipit Thank you for the information.
  • Difficulty with cloners and and lifetime of objects

    Cinema 4D SDK
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    M
    All right, thank you for all the help. I'll close this now.
  • 0 Votes
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    M
    I just had time to check this hence the holidays. This works with the correct ID (1036219 = Redshift) the nodes render my "cleaned" C4D file again. Thank you very much @m_magalhaes kind regards mogh