• Spline User Data Presets

    python r20
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    G
    Thank You @m_magalhaes very helpful! I succeeded. I should have been able to figure this out from the example in the API. I've used the code basically as you have it with my spline datas saved in different hyperfiles. I then load that data from my tag. Thanks again.
  • Check object (poly) intersect

    python
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    ManuelM
    @fwilleke80 as i mention in the other post, the problem (at least with our raycolider) is that if your ray hit an edge, it will hit 2 polygons at the same time. If it hit a point, it will hit <number of polygons attached to that point> times. It can be good enough but you have to be careful if you really want something solid. Cheers Manuel.
  • C4D Crashes on Getting All Specific Type of Objects

    r20 python
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    B
    @zipit Thanks for the response and clarification. Works as expected @m_magalhaes Sorry about that. Will be more careful next time.
  • PYTHON - Userdata CTracks and Basecontainer

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    ManuelM
    hello, thanks @zipit for answering the question and thanks you both for the kinds words Cheers, Manuel
  • Retrieving particle positions for Multi-Instance

    c++ r20
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    P
    Thank you for your help !
  • This topic is deleted!

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  • Default startup settings

    r20 maxon api sdk windows c++
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    O
    Thank you for the help @m_magalhaes
  • Moving a group of spline points

    python sdk
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    ManuelM
    hello, happy you found your solution, and thanks for the feedback Cheers Manuel
  • This topic is deleted!

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    No one has replied
  • Change an attribute from a dialogue plug-in

    r20 python
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    B
    @s_bach RE: You have to find a way to avoid that unnecessary rebuild of your layout after user interaction in your dialog. I'm not really sure how to do that. Since I just butchered the code from a sample plug-in. That will probably a problem for another thread. Anyway, it's functional at the moment. I'll settle for this. Thanks again and sorry for the trouble. Will close the thread now. Have a great day ahead!
  • Bitmaps in custom shaders don't appear in Texture Manager

    r20 c++ sdk
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    S
    Hello, I tested it with the Gradient Shader example from the cinema4dsdk and it works fine as far as I can tell. I just removed the check for ASSETDATA_FLAG::TEXTURESONLY: Bool SDKGradientClass::Message(GeListNode* node, Int32 type, void* data) { switch (type) { case MSG_GETALLASSETS: { AssetData* const assetData = static_cast<AssetData*>(data); // checks if only texture assets should be added if (assetData == nullptr) return true; BaseList2D* const baseList2D = static_cast<BaseList2D*>(node); if (baseList2D != nullptr) { // get the file name const Filename path = baseList2D->GetData().GetFilename(GRAD_FILE); // check if the file name is set if (path.IsPopulated()) { // add the file name assetData->Add(path, nullptr); } } break; } } return SUPER::Message(node, type, data); }; Regarding Shader hierarchies: I guess you can send the message to your child-shaders yourself, to make sure they receives the message. best wishes, Sebastian
  • Browsing Plugin Paths

    c++ sdk r20
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    D
    Thank you both for the replies! Between both of them I have exactly what I need, thanks.
  • Add/Remove Groups of User Data

    python
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    mrittmanM
    @m_magalhaes said in Add/Remove Groups of User Data: Hello, I was also talking about something like this. But it's not the best way to go. I suggest a TagData (plugin) with his own UI. pyTagCode = '\ import c4d \n\ #Welcome to the world of Python \n\ \n\ def main():\n\ print "this ia a message"\n\ \n\ ' import c4d # Main function def main(): if op is None: gui.MessageDialog("Please selecte a target object") tag = c4d.BaseTag(c4d.Tpython) tag[c4d.TPYTHON_CODE] = pyTagCode op.InsertTag(tag) c4d.EventAdd() # Execute main() if __name__=='__main__': main() By the way, don't forget you can save tag presets, that include python tags. You can simple add them with right click on your object in OM and "Load tag preset" Cheers, Manuel Oh this is good to know! Thanks so much for the information, this is quite helpful! Matt
  • [Beginner:Python] Turn object into a point selection bounding box

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    ManuelM
    hello, If you have nothing to add, this thread will be considered as "solved" tomorrow. Cheers, Manuel
  • InitRender() with large textures

    c++ r19
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    ManuelM
    hello, Thanks a lot for your feedback and happy to see your issue resolved. Cheers Manuel
  • Linker Error: LIMIT<Int32>::MAX undefined

    r20 c++
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    fwilleke80F
    Hi Sebastian! Thanks for you quick reply. He will try and reduce the code as much as possible (as it is a commercial project of your company). When he's done, I'll send it over. I am aware that you can't do much without example code. We were hoping there were some common stumble stones you might have come across. Another thing worth mentioning might be that the linker only fails when building on macOS. Windows is doing fine... Cheers, Frank
  • Add Position Velocity Port

    r19 python
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    A
    @m_magalhaes said in Add Position Velocity Port: Hello, Sorry for the late reply. This was a bug (with other ports also) and it's fixe for the next release. Cheers Manuel @m_magalhaes Ah OK! Thanks for lettings us know!
  • PYTHON - NBIT - UserData Attirbutes Manager Selection

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    Leo_SaramagoL
    Thanks, m_magalhaes!
  • Undo of inserting a tag

    python
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    S
    Also, if you want to move a tag, you first have to remove it from the original object. So you don't insert, you change the position of the tag in the scene graph. doc.StartUndo() doc.AddUndo(c4d.UNDOTYPE_CHANGE, tag) tag.Remove() op.InsertTag(tag) doc.EndUndo()
  • Tag plugin and rendering

    r20 python
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    S
    Hello, without seeing your code or any error message it is impossible to give any advice. But "works in viewport but not in rendering" sounds like you are using c4d.documents.GetActiveDocument() somewhere. See also BaseDocument Manual. best wishes, Sebastian