• Optimize Collision Detection

    Cinema 4D SDK c++ r20 sdk
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    J
    Hello, Thanks for the responses. I thought that this might be the case and just wanted to clarify it before moving forward. John Thomas
  • iCustomGui with multiple input fields and TriState

    Cinema 4D SDK c++ sdk
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    C
    Right, that's kinda what I thought. I guess showing "<< MULTIPLE VALUES >>" for all four values will have to do (it's not that big of a deal, it just kinda looks ugly on the UI). Anyways, thanks for your help! -CMPX
  • Adding Bitmap Button to ListView

    Cinema 4D SDK c++ r20 sdk
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    O
    Thank you @m_adam It works fine
  • Frame all

    Cinema 4D SDK c++ windows sdk
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    r_giganteR
    Hi WickedP, sorry for no bringing good news, but the architecture of the CommandData doesn't allow to "piggyback" off the "Frame All" command nor I've evidences of messages being sent around to have the "Frame All" to take place. The only, but maybe non-trivial, way to go is to write your own function based on the currently active rendering-camera in your "in-memory" document. Cheers, Riccardo
  • Use of undeclared identifier 'g_resource'

    Cinema 4D SDK
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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
  • SetBool RDATA_RENDERENGINE

    Cinema 4D SDK
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    M
    Hi Daniel, Thanks a lot, you are indeed right, SimpleMaterial.cpp has been fixed. Cheers, Maxime.
  • 0 Votes
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    DunhouD
    @m_adam Thanks a lot for this example A big shout out !
  • GlProgramFactory not documented

    Cinema 4D SDK c++ r20 sdk
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    a_blockA
    Hi Frank, actually I think, all the examples on GLProgramFactory have been there for quite I while. I just checked and they were already available in Cinema 4D R13, maybe even earlier (there are actually quite a few, see GitHub). Unfortunately that is all we have on this topic, chances are pretty bad, we can shed any additional light on this topic. I turned this thread into a question. Cheers, Andreas
  • Pipeline integration

    Moved Cinema 4D SDK
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    M
    Because you didn't insert the actual renderer: InsertVideoPost() BaseVideoPost
  • SetPixel() for 32 bit float images

    Cinema 4D SDK python r20 sdk
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    O
    Thanks so much this is exactly what I was looking for.
  • Sample a shader in 3D space in GVO

    Cinema 4D SDK c++ windows macos r19 sdk classic api
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    codysorgenfreyC
    Thanks @r_gigante that's what I thought.
  • 0 Votes
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    eZioPanE
    @s_bach, thank you, I'll start to do some hard reading!
  • Checking Keyframe curve type

    Cinema 4D SDK python r19 windows sdk
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    S
    Hello and welcome, what exactly do you mean with "export keyframe data"? Do you want to write data into a file? The best way to develop such code would be in a Python script that you can edit and execute in the Script Manager. A XPresso Python node is meant to contain code that is executed as part of XPresso to define the behavior of the XPresso network. A XPresso Python node should not be used to modify the scene or to perform I/O operations. A CTrack object stores the DescID of the associated parameter. You can access that DescID with GetDescriptionID(). Alternatively you can use BaseList2D.FindCTrack() to search for the CTrack associated with a certain parameter DescID. You find an example on GitHub. You find general information on how to use CTrack and DescID also in the C++ documentation: CTrack Manual DescID Manual best wishes, Sebastian
  • BaseArray::Insert( position, value ) documentation

    Cinema 4D SDK r19 r20 c++ sdk
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    745 Views
    S
    Hello, Indeed this example is wrong. We will fix that as soon as possible. Thanks for noticing us. best wishes, Sebastian
  • 0 Votes
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    G
    @s_bach Wow! I didn't see that coming. Thanks for the clear-cut explanation. Now I know in which direction I have to move. Thanks again !
  • Sampling effect channel shaders

    Cinema 4D SDK r20 c++ sdk
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    rsodreR
    Thanks Riccardo, I think we reached the bottom of this issue. I just finished implementing a workaround, getting the tag associated with the shader, it's polygon, points and uvw tag, then paint each face with the average vertex value in a bitmap using GeClipMat. Working really good! Best, Roger
  • 0 Votes
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    M
    Hi @Hexbob6 I'm wondering if your question has been answered. If so, please mark this thread as solved. Cheers, Maxime.
  • Failed to Connection on TeamRender

    Cinema 4D SDK c++ r19 sdk
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    r_giganteR
    Hi zhhm156, this post will be answered here. For the future, please avoid double posting. Best, Riccardo
  • maxon::Loggers::PythonConsole

    Cinema 4D SDK c++ windows r20 sdk
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    P
    Great, thank you.
  • Problem with DeleteObj() and maxon::PointerArray

    Cinema 4D SDK c++ macos sdk
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    codysorgenfreyC
    Ahhhh thanks! I couldn't find an Array Manual in the R18 documentation. I was going like this: maxon::PointerArray<MyCustomClass> myPointerArr = NewObj(maxon::PointerArray<MyCustomClass>); DoStuffWithArray(myPointerArr); DeleteObj(myPointerArr); It seems my problem was with the PointerArray taking ownership of my pointers, then deallocating them before I was done with them. Since it doesn't seem that R18 has maxon::UniqueRef objects I decided to go with a maxon::BaseArray<MyCustomClass*> instead. Thanks again for your help Sebastian!