Usually, when the user attaches a new tag to an object using the “Tags” menu in the Object Manager, the new tag is always added as first element to the object’s tag list.
For some tags, however, it would make sense to rather add them to the end of the object’s tag list. Especially if those tags should ‘layer’ their effects on top of each other (e.g. like multiple texture tags).
If you want your tag to be added to the end of the tag list automatically when it is being created, this article will tell you how.
Approach
Override your TagData’s Message function and catch the message type MSG_MENUPREPARE.
For that message type, you simply iterate over all existing tags (if there are any), remove the tag from the object it has just been attached to, and re-insert it after the last tag.
C++
MyTagData::Message(GeListNode* node, LONG type, void* data); { if (type == MSG_MENUPREPARE) { // Get my own tag BaseTag *me = (BaseTag*)node; if (!me) return false; // Get the object BaseObject *op = me->GetObject(); if (!op) return false; // Find the last tag BaseTag* last = op->GetFirstTag(); if (last) { // Iterate over tags to find the last one for (; ; ) { if (!last->GetNext()) break; last = last->GetNext(); } // Remove tag from the 1st position me->Remove(); // Re-insert tag after last tag op->InsertTag(me, last); } } return SUPER::Message(node, type, data); }
Python
def Message(self, node, type, data): if type == c4d.MSG_MENUPREPARE: # Get the object op = me.GetObject() if not op: return False # Find the last tag last = op.GetFirstTag() if last: # Iterate over tags to find the last one while True: if not last.GetNext(): break last = last.GetNext() # Remove tag from the 1st position me.Remove() # Re-insert tag after last tag op.InsertTag(me, last) return TagData.Message(node, type, data)
last = op.GetFirstTag()
while last:
next = last.GetNext()
if not next:
break
last = next
Might be a little more performant. 🙂
PS: Can we use any kind of formatting in the comments?
http://pastebin.com/T4ryeVNZ
And thanks for the post, good 2know we are actually allowed to do this in MSG_MENUPREPARE!
Not really more performant, but a legitimate alternative. Depends on your personal programming style.
No, comments are only plain text. No formatting.