• Visual Studio 2019 Support ?

    Cinema 4D SDK
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    r_giganteR
    Hi Root Star, thanks for reaching out us. With regard to the IDE version, we highly suggest sticking the compatibility table reported in our documentation. Visual Studio 2019 is not supported by R20 and it's likely not to be officially supported also on R21. With regard to .hxx files, these are generated by our source processor when the building process is initiated and it's highly discouraged to change or get rid of them during the building process. The issues you're facing are highly related to the fact that the solution/project file(s) built by the projecttool (when kernel_app_64bit.exe g_updateProject=<your path to Cinema SDK> is executed) are not 100% compatible with VS2019 resulting in building tool-chain flaws. Best, Riccardo
  • Can not compile plugin for R20

    Cinema 4D SDK
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    ManuelM
    hello, this thread will be considered as Solved tomorrow is you have nothing to add. Cheers Manuel
  • SOLO button - viewport very slow

    Cinema 4D SDK windows r19
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    ManuelM
    hello, we are sorry to hear that. Unfortunately this forum is for maxon API support and for every thirds party developers. Your issue look like a bug or something, you have to use this platform instead side remark : As this is your first post i would also like to point you to this topic I've set this up this time but it is important, that will help us and the community. Cheers Manuel
  • Adding Custom Tree to TreeView.

    Cinema 4D SDK r20 c++ windows
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    O
    @mp5gosu I have one last question. on the thread for custom nodes that you mentioned above there was a file which was posted from Niklas. https://raw2.github.com/PluginCafe/examples/master/treeview/custom-nodes/custom-nodes.cpp Since this file was not there anymore and most probably it was a full code of what I am asking for, can it be that you or someone else might have that file somehow? That would be a great help. Thank you.
  • Change LONG_CYCLE selected Item.

    Cinema 4D SDK c++ r20 windows
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    W
    Thanks for guiding Regards, Folexin
  • 0 Votes
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    ManuelM
    Again sorry, I've tested with the Studio version. Using C4DPL_PROGRAM_STARTED case I can confirm this "bug" with a Educational version and a Demo version. Not with the Studio version. Maybe something with that extra "popup" windows on those both versions. Cheers Manuel.
  • Customizing the Layout and Palettes

    Cinema 4D SDK r20 windows sdk
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    O
    Hello @m_adam I see, I will have to use one of the other alternatives then. Thank you.
  • 0 Votes
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    fwilleke80F
    Thank YOU
  • 0 Votes
    5 Posts
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    M
    Since no news, I mark it as solved (closed), but feel free to open it again.
  • c4dpy crashes

    Cinema 4D SDK python r20 windows
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    P
    Ok, I will give it a try and let you know. Thanks.
  • Node-Based Materials

    Cinema 4D SDK r20 sdk windows
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    M
    As stated before, we are working on it and it will be released in the future. I can't say more. Regarding your question @Aaron this will be possible.
  • Project tool: Custom plugin name and master solution

    Cinema 4D SDK
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    M
    Thanks Sebastian! Looking forward for a fix. Meanwhile I'll take care of your recommendation. Best, Robert
  • 0 Votes
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    A
    Hi Riccardo, I think the issue is solved because there is no any issue. Some not good methods of software distribution just confused us. Btw, what benefits different parameters of SetPluginPriority() give to us? For example the xdll has several plugins like materials, shader, tags and renderer. Even some icons with plugin ids. What priority is better to use in this case? I see https://developers.maxon.net/docs/cpp/2023_2/page_manual_module_functions.html For example, what is C4DPL_INIT_PRIORITY_ADVANCEDRENDER: Does it give higher thread priority during some PV rendering task? Or does it just load the plugin before other renderers and give the chance to lock system resources before others?
  • 0 Votes
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    CairynC
    @m_adam Oops. Okay, GeRayCollider works only for polygon objects, as does GetPixelInfoPolygon. The idea was to provide a new selection method for arbitrary objects by just checking all hits of a scattered PickObject within a radius, and then select the nearest hit. For that, I need to be able to hit splines and parametric objects as well. Okay, I guess I can still do that in C++ then, thanks.
  • One to rule them all...

    Moved General Talk
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    M
    HI Andreas, no worries, this question was not exclusively targeted at Maxon, the opposite is the case. I was hoping for some information by other users here, like @kbar or even @m_adam (back in the days Maxime was not associated with Maxon. ;)) Meanwhile, I'm going to build a toolchain and see what works for me. I'll report back here if I have something to show. That may help someone else.
  • 0 Votes
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    B
    Hi Sebastian! Turns out my issues are two seperate, but equally self inflicted problems Inserting and activating works as expected, I am blocking the update with some custom UI stuff so I will have to find a solution for that. Calling EventAdd() in the closeEvent of the UI doesn't do anything. Is there another way to force Cinema to update everything? Killing the document not only doesn't update, but actually crashes Cinema, because I am trying to kill the document from within a callback that is reacting to MSG_DOCUMENTINFO_TYPE_LOAD. I am doing some more involved environment management and sometimes I have to close a document after loading. I have a workaround that will have to do for now. In the callback I change the document path to a string I can then look for in EVMSG_CHANGE. When I detect my string there, I can then kill the document. It's not very elegant and if anyone has a better solution I would be very happy, but otherwise consider this problem solved
  • Render from picture viewer programatically

    Cinema 4D SDK r20 python windows
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    r_giganteR
    Hi mafster, thanks for reaching out us. With regard to accessing images being available in the Picture Viewer, I'm sorry to confirm that there is no PictureViewer-related classes/functions exposed in the API. This is valid for both C++ and Python API. Best, Riccardo
  • 0 Votes
    4 Posts
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    a_blockA
    Hi, good we got you going It is not wrong per se to use multiple plugin directories. Actually Cinema 4D R20 was specifically designed to have multiple ones. You just need to make sure not to have duplicate plugins in these directories. Cheers, Andreas
  • Registering tokens in python

    Cinema 4D SDK windows python r20
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    r_giganteR
    Hi line6dude, thanks for following up. With regard to registering Tokens in c++, given that it's not a complex task, requires at least a minimum background of C++, familiarity with Xcode (or VisualStudio) and understanding of our Cinema 4D tool-chain. If you feel comfortable in becoming familiar with such concepts, please open a new thread to tackle the argument. Best, Riccardo
  • 0 Votes
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    M
    This issue is now fixed in R21. Cheers, Maxime.