Describes the technical requirements for building plugins with the Cinema 4D SDK.
Each SDK has an Application Binary Interface (ABI) which determines with which versions of Cinema 4D plugins are compatible with which have been compiled with that SDK.
frameworks
directory of an SDK, as plugins compiled against such SDK might otherwise become incompatible with Cinema 4D.The Cinema 4D ABI will remain upwards compatible for one major version. This means for example that a plugin compiled with the Cinema 4D SDK for release 2023.1 will also work in the releases 2023.2 and 2023.3, etc. but not in 2024.0. The ABI version of an SDK is expressed by the define MAXON_API_ABI_VERSION. The ABI version of major releases is also expressed in the Development Environments table.
As an example and as shown in Fig. I, the developers of Plugin A always compile their plugin for the first version of a major Cinema 4D release. With plugin binaries compiled with for the 2023.0.0, 2024.0.0, and 2025.0.0 Cinema 4D SDKs, they can cover all Cinema 4D releases of 2023, 2024, and 2025.
The authors of Plugin B also compile for the first version of a major Cinema 4D release. But they also want to support a new feature of Cinema 4D 2024.2.0. To do that, they ship two plugin binaries for Cinema 4D 2024. One version which has been compiled for the Cinema 4D 2024.0.0 SDK. This plugin can be used with every version of Cinema 4D 2024. And another version which has been compiled for the Cinema 4D 2024.2.0 SDK. This plugin can be used with all Cinema 4D versions between 2024.2.0 and the last release of Cinema 4D 2024. Only the latter version of their 2024 plugin can support the new features of Cinema 4D 2024.2.0. But customers of Plugin B who do not want to update their installation to the 2024.2.0 SDK version of the plugin could still use it up to the end of the 2024 release cycle.
The authors of Plugin C have only compiled their plugin for Cinema 4D 2024.0.2 and 2025.0.0. The plugin binary for the 2025.0.0 SDK will be fully compatible with all 2025 releases. But the plugin binary compiled for the Cinema 4D 2024.0.2 SDK will not work in Cinema 4D 2024.0.0 or 2024.0.1. Cinema 4D 2023 is not supported at all by Plugin C as its authors have never compiled their plugin for any 2023 SDK.
To build C++ plugins for Cinema 4D, specific IDEs and compilers are required due to the makeup of the SDK itself and the output of the Project Tool. The supported compilers and IDEs are:
Visual Studio Community might work too for VS projects, but is not officially supported. For Xcode projects, it is also recommended to enable the legacy build system under "File/Project Settings/Section Shared Project Settings/Build System/Legacy Build System"
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Release | ABI Version | Windows | macOS | Linux |
---|---|---|---|---|
2024 | 2023904 | VS 2019 & 2022 | Xcode 13.x | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
2023 | 2022901 | VS 2019 | Xcode 13.x | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
S26 | 25004 | VS 2019 | Xcode 12 | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
R25 | 25004 | VS 2019 | Xcode 12 | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
S24 | 23004 | VS 2019 | Xcode 12 | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
R23 | 23004 | VS 2019 | Xcode 11 | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
S22 | 21014 | VS 2019 | Xcode 11 | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
R21 | 21014 | VS 2017 | Xcode 10 | GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 |
A new plugin module is created by adding a new folder to the SDK's "plugins" directory. This folder needs to have two sub-folders:
projectdefinition.txt
file and all generated project files.The new project also has to be added to the solution's projectdefinition.txt
file ("plugins/project"). The project files of the new project and the updated solution can be created by running the Project Tool. The tool will create project files for the supported platforms which are currently Microsoft Windows and Apple macOS. See Development for Windows, Development for macOS and Development for Linux.
A res folder can contain resources used by the plugin. Such resources are typically dialog and Description resource files. See Resource Files Manual. The plugin path can be obtained with GeGetPluginPath().
The res folder typically has this structure:
Further languages can be supported by creating new languages folders. Such a folder is constructed by using the language code (ISO 639-1) and a region ID. Please note that the region ID must be capitalized.
E.g. French language strings would be stored in a folder named "strings_fr-FR".
Classic plugin hooks are built upon classes derived from BaseData. These classes define a set of virtual functions that are called by Cinema 4D. To create a plugin, simply derive a class from one of the data classes and implement the virtual functions. To register the derived class with Cinema 4D there is a specific "Register" function for each class.
See Common Plugin Concepts and Plugin Types.
MAXON API plugins are based on interfaces. A plugin is created by implementing such interfaces and registering these implementations at public registries. See Interface Basics and Registries.
Specific functionality of the MAXON API is used by either directly using static functions or creating instances of specific classes. Such classes can either be standard C++ classes or reference classes that represent implementations of virtual interfaces. Such reference classes can also be obtained from extension points. See Entity Creation, Using Interfaces and Registry Usage.
See also Plugin Types.
Every custom component - frameworks, plugins, interfaces, registries, implementations, etc. - must have a unique identifier. The MAXON API uses the reverse-domain notation to define such IDs. This means that third parties should use their company domain name to create the ID. E.g. if the company domain is "examplecompany.com" the reverse-domain name of a component would be "com.examplecompany.something".
If no custom domain is available one can construct a custom ID by using the developer's user name used in the support forum in the form of "example.doesnotexist.<forum_username>.something".
Based on its content a plugin may be classified as a "module". Such a "module" is a plugin that only uses the frameworks of the new MAXON API and does not use the cinema.framework at all. Such a "module" must use the ".module" suffix in the folder name e.g. "example.module".
A plugin that uses the "classic" API of cinema.framework is typically described as a "hybrid" plugin (since it uses both "classic" and "new" API).
Modules and "hybrid" plugins are loaded in this order:
Typically the source processor manages the dependencies of modules and plugins. One can also define the dependencies of modules using the MAXON_DEPENDENCY_ON_MODULE() attribute in an arbitrary source code file of the dependent module.
E.g. if a module "net.example.module_b" depends on "net.example.module_a" a source code file of "module_b" can simply contain:
This makes sure that "com.examplecompany.module_a" is loaded before "module_b".
DLLs needed by a plugin can be placed in myplugin\res\libs\win64; DYLIBs can be placed in myplugin\res\libs\osx.
All "hybrid" plugin containing the string "config" in the name will be loaded before all other "hybrid" plugins. This allows such "config" plugins to modify the loading queue.
This is typically used to check the environment (library availability, keys, etc.) in order to enable or disable another plugin.
The plugin queue is edited by implementing a QueryStartupOrder() function:
It is possible to install multiple versions of Cinema 4D and multiple versions of the SDK on the same system simultaneously. One has to define the plugin search path to make sure Cinema 4D will load custom plugins. The search path can be configured in the application's preferences or using a command line argument:
For general advice on how to program Cinema 4D plugins and how to debug them see SDK Programming Advice and Debugging Techniques.