• Draw a point in View,how to select it?

    r21 c++
    10
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    10 Posts
    2k Views
    chuanzhenC
    @m_magalhaes ok,It's a bit complicated
  • Making Houdini Engine visible to C4D via Python

    r21 python
    4
    0 Votes
    4 Posts
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    jcooperJ
    @r_gigante Perfect! Worked like a charm. Thank you.
  • ParallelFor vs. ParallelImage

    c++ r20 sdk macos
    6
    0 Votes
    6 Posts
    671 Views
    fwilleke80F
    Thanks a lot! That helps Cheers, Frank
  • Object Links in GeDialog

    sdk python
    1
    1
    0 Votes
    1 Posts
    182 Views
    No one has replied
  • Listing All Renderers

    python
    5
    1
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    5 Posts
    574 Views
    ?
    @m_adam You are a genius - I am in awe! Thank you everyone for the help!
  • How to setup c4d.utils.ViewportSelect() and GetNearestPoint to work

    python
    9
    0 Votes
    9 Posts
    2k Views
    M
    @m_magalhaes This morning: uff more learning and work. This Afternoon lets try this code ... mind blown ... thank you ! I'll mark this as solved hence I think ist a good way to close a thread with a working prototype for others to learn. Thank You again, @zipit & @m_magalhaes mogh
  • Hiding GeDialog elements

    c++ r21
    7
    2
    0 Votes
    7 Posts
    747 Views
    fwilleke80F
    Thanks, Maxime! That answers all my questions I'll mark this solved now.
  • GeUserArea Tool Tips

    python
    5
    1
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    5 Posts
    641 Views
    ?
    @m_adam & @PluginStudent Thank you both! This was exactly what I needed. This forum is so so helpful.
  • Recalculate Plugin Object Cache

    python
    6
    0 Votes
    6 Posts
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    mfersaouiM
    Hi @r_gigante, @zipit, I'm creating something like the following code. I tried to use the GetAndCheckHierarchyClone, this works but the cloner object became to slow to calculate. For this reason I used the following solution: def __init__(self): pass #self.SetOptimizeCache(True) def GetVirtualObjects(self, op, hh): instance = op.GetDown() if instance is None: return c4d.BaseObject(c4d.Onull) dirty = op.CheckCache(hh) or op.IsDirty(c4d.DIRTY_DATA) instance_dirty = instance.IsDirty(c4d.DIRTY_DATA) dirty |= instance_dirty if not dirty: return op.GetCache(hh) cloner = c4d.BaseObject(c4d.Onull) count = 3 n = 0 while n < count: instance.GetCache().GetClone().InsertUnder(cloner) n += 1 cloner.Message(c4d.MSG_UPDATE) return cloner So, by just deactivating the SetOptimizeCache and cloning only the cache of the instance object the cloner object calculate is become to fast. The unique problem now is the cloner object is return the cache of previous modification on the instance object. This is perceptible only with bool parameters. Example: When I check a bool parameter of the instance object, the cloner return the result of the previous state of the bool parameter. but if I mouseover the cloner in the Viewport or I select it object manager this update the cloner object. Thanks
  • R21 CommandData with option - not working on macOS

    11
    0 Votes
    11 Posts
    3k Views
    P
    Ok, thanks @r_gigante... I'll keeping going with the workaround.
  • Generator object not drawn if origin outside of view

    r20 c++ macos
    4
    0 Votes
    4 Posts
    537 Views
    fwilleke80F
    Oh man, it really was the missing message. Never thought it would have such weird consequences to forget that. Thanks guys!
  • The console does not correctly recognize object properties

    r21 c++
    7
    1
    0 Votes
    7 Posts
    1k Views
    S
    @zipit This plug-in has a twin plug-in that has some properties with the same name, and I suspect that the properties with the same name cause conflicts (even if the ids are different).I made the modification and it is normal now. Thank you for your reply Cheers
  • Setting the width of a treeview column

    r20 python
    3
    1
    0 Votes
    3 Posts
    533 Views
    ManuelM
    hello, that's because you set the width of your columns to more that what it show. But you can simply passed that argument when you add your customGUI settings.SetBool(c4d.TREEVIEW_RESIZE_HEADER, False) In the c++ doc you have that page and in python this one Cheers, Manuel
  • draw line into 3d Space with two mouse clicks

    Moved python
    6
    0 Votes
    6 Posts
    1k Views
    ManuelM
    hi, it looks correct. Of course be sure to retrieve a unique id here, from the top bar. (the icon plugin ID) Feel free to ask questions. Cheers, Manuel
  • Set Keyframe Color?

    r21 python
    3
    0 Votes
    3 Posts
    494 Views
    B
    Thanks for the confirmation
  • Get edges segments in a polygon object

    python r21
    8
    0 Votes
    8 Posts
    2k Views
    FlavioDinizF
    Awesome @m_magalhaes, works perfect now! Thank very much! Flavio
  • Threading & job questions

    r20 r21 maxon api c++
    6
    1
    0 Votes
    6 Posts
    1k Views
    ManuelM
    hello, wow sorry this went out of my scope. Anything to add or can we set this thread to solved ? Cheers, Manuel
  • 0 Votes
    11 Posts
    2k Views
    r_giganteR
    Well @pyxelrigger thanks for clarifying the final scope. Since, as already stated, folding or unfolding a scene entry doesn't generate any valuable message to be intercepted, the sole - brute force - hack you might try to implement in Python would be to implement a MessageData plugin which constantly checks for the folded/unfolded state of the entries in the scene and eventually delete the unfolded one. This approach carries strong performances penalties to the whole Cinema 4D UI because you need to constantly traverse the scene and depending on the scene size this could strongly affect Cinema performances. If there are no further question please mark the thread as solved. Best, R
  • How do I access Redshift AOV settings from Python?

    3
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    lasselauchL
    Wow, thanks for the example, @r_gigante. Was it always possible to import a redshift module? Or is there any info from which version on (C4D / Redshift) this is possible!? Thanks, Lasse
  • Exporting Polygonized scene

    python r20
    8
    0 Votes
    8 Posts
    934 Views
    R
    You're welcome, Manuel. Actually, I usually prepare all the textures and mapping to be in UVW mapping, when texturing is required. But, mainly, what I need is exporting geometry that is animated.