• How many C++ and Python devs do we have here?

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    Leo_SaramagoL
    I'm looking for a C++ developer. I wrote a prototype in Python that needs some love... It's meant to become a real plug-in. Yes, there's a budget. Hey, @a_block , how can I reach you? Anybody else interested? Please, reply to this, let's talk. Thanks for your time.
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    S
    Hi Bjorn, I have a working version of this now which you can download from my site at https://microbion.co.uk/files/rounditr2024.zip It's PC-only at the moment and requires C4D R2024. Try this and see if it does what you need. There's some basic documentation included which I'll tidy up for the final version. There doesn't seem to be a DM facility here so we'd better take any further discussion to email. You can get hold of through the contact page on my site (link is in the PDF in the zip file). Do let me know what you think. Cheers, Steve
  • SplineIK Rotation jitter problem

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    chuanzhenC
    @ferdinand Thanks
  • Notarizing a plugin for macOS

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    M
    Thanks for the detailed guide, and also a good reminder that the altool is going to be deprecated. We are going to update our documentation accordingly. Cheers, Maxime.
  • Old Coffee "vnorm" term to python

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    C
    @ferdinand Thank you! you can find it in the old coffee help "using matrices" tutorial section: [image: 1694524159445-88c1a768-9234-4fe1-b6eb-c93e4d2ebf6a-grafik.png] My own code is ridicoulusly simple: main() { ang = ( vnorm(vector1) * vnorm(vector2)) ; } Just looking for a python "vnorm"
  • Plugin ID page is down?

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    J
    Hi @ferdinand, Thank you for you quick response! It is working nicely right now. All my previous ID are untouched and I am able to generate a new one. Thank you so much for your dedication! Best, JX
  • Are there any official personnel from Megascans here ?

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    M
    Hi @Dunhou, we can't disclose any information about our partner and I'm doubtful that Megascan developer are reading this forum but who know. Cheers, Maxime.
  • using c4d.threading with (python) thinking particles

    python
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    ferdinandF
    Hello @jenandesign, Thank you for reaching out to us, I appreciate sharing your customer journey with us. I cannot make any further statements on the ongoing development of Cinema 4D, but we are of course happy to hear that you see value and potential in Cinema 4D. I will make sure that your input does reach the simulation Team. Cheers, Ferdinand
  • Free plugin : Octane Light Manager

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    DunhouD
    Redshift Manager Here, and Octane also had a huge update, please use my plugin manager version to check new furtures. [image: 1693752232080-49845e69-c2ef-4d79-a429-4c1433f5a773-image.png]
  • Free plugin: TexToMatO - Über Texture Importer

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  • Need help fixing export to GLTF script

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    i_mazlovI
    Hello @joel_motion, Welcome to the Plugin Café forum and the Cinema 4D development community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our Forum and Support Guidelines, as they line out details about the Maxon SDK Group support procedures. Of special importance are: Support Procedures: Scope of Support: Lines out the things we will do and what we will not do. Support Procedures: Confidential Data: Most questions should be accompanied by code but code cannot always be shared publicly. This section explains how to share code confidentially with Maxon. Forum Structure and Features: Lines out how the forum works. Structure of a Question: Lines out how to ask a good technical question. It is not mandatory to follow this exactly, but you should follow the idea of keeping things short and mentioning your primary question in a clear manner. About your First Question Support for redshift materials on gltf export first appeared with the 2023.2 release. That version also included numerous gltf exporter stability improvements. Please note, that debugging the code is out of scope in this forum. You are very welcome to ask specific questions with well-defined scope. In general your code seems reasonable. The approach with cloning objects onto a new document is the one I would suggest anyways. However, one should be careful with the dependencies that objects in the subtree might loose during cloning. AliasTrans helps to overcome such side effects to some extent. Cheers, Ilia
  • Free plugin : HDR Link for Poly Haven

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  • Instance variables static or not?

    Moved c++ macos 2023
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    W
    Hi @ferdinand, Thank you for moving this topic to its correct category. Although I believe we agree on the C++ meaning of static members I really wasn't aware that the use of static plugin parameters and static plugin state could in practice be as problematic as you describe and will certainly heed your advice to no longer use static plugin state. Also, your point on field members and parallel execution of member functions is well taken. Thanks again!
  • Link to online docs

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    WickedPW
    @ferdinand ah great, thanks. For others reading, may need a hard-refresh to get it to show. [image: 1689751972839-68055f1b-8472-4768-8b26-64b7edc1a9b5-image.png] Cheers, WP.
  • Reading unicode from file Python

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    A
    Thanks, I guess.. For anyone else coming across this issue, to decode in python you need to ensure that you're using the correct encoding when reading the CSV file. Even if the CSV file is already encoded to what you are expecting. To make it work for us we did the below: with open(CSV, encoding='utf-8') as csv_file: Rather than with open(CSV) as csv_file:
  • Parameter linking aka relative references

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    ferdinandF
    Hey @Jonas-Mortensen, first of all, you did nothing wrong We just put out this text to all new users because we know things are otherwise easy to miss. And I got that you wanted to reference things in such manner, which is why I dissected it like this. And while Cinema 4D itself offers that functionality to some degree as pointed out by yourself, doing the same in the API is more complicated than one might assume. In the end, Cinema 4D is very event/message oriented in its classic API, which makes it hard to implement things like scrubbing. A cleaner way to implement things (which does not work just accidentally in a certain sense), would be to implement a MessageData plugin or anything GeDialog based and implemtn the CoreMessage method to listen for EVMSG_CHANGE. It will be emitted on each EventAdd() and you will be able to track all scene change events with it, e.g., also a transform changing. But note that only the information will be emitted that EVMSG_CHANGE occurred and not what changed, you must figure that out yourself. EVMSG_CHANGE will also not cover things like the user scrubbing the timeline, etc. But you could use the other event messages for that. Cheers, Ferdinand
  • TP particles not working well.

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    ferdinandF
    Hello @murathanaksoz, Welcome to the Plugin Café forum and the Cinema 4D development community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our Forum and Support Guidelines, as they line out details about the Maxon SDK Group support procedures. Of special importance are: Support Procedures: Scope of Support: Lines out the things we will do and what we will not do. Support Procedures: Confidential Data: Most questions should be accompanied by code but code cannot always be shared publicly. This section explains how to share code confidentially with Maxon. Forum Structure and Features: Lines out how the forum works. Structure of a Question: Lines out how to ask a good technical question. It is not mandatory to follow this exactly, but you should follow the idea of keeping things short and mentioning your primary question in a clear manner. About your First Question plugincafe.maxon.net is a forum for the Cinema 4D and Cineware related API products of Maxon Computer. We provide here support for developers. And while you posted in our off-topic forum, your question is even off-topic for this forum, as it does not qualify as a general programming related topic or question. For end-user support, please visit our Support Center. I have closed this topic. Cheers, Ferdinand
  • Writing scene nodes

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    S
    Hi @ferdinand, Firstly, thank you very much for this, which is incredibly helpful. I didn't know you had to turn on the ID switch in the editor prefs but more than that, was how to get the resource editor running as you showed in earlier screen shots. The resource editor manual says that you can right-click in the node editor window and open the resource editor by clicking 'Edit Resource...'. This either does not work at all (if in material mode) or in scene nodes mode opens the resource editor for what looks like the node editor window itself, which isn't very useful. Anyway, there is no menu entry for the resource editor anywhere in the Cinema menu system as far as I can see, or in the node editor menus, so your method of using the commander to open it is the only way to get to it. That is what was confusing me! Now I can open the resource editor and get most of what the screencast shows, although I didn't get the 'Mode' menu so couldn't switch to developer mode. However, adding the 'g_descriptionEditorDeveloperMode=true' flag does work and I can finally see what you show in the screencast - all the menus and switches (Data/UI/String switches) - so that flag is in fact essential ATM with this build of Cinema. Now I can actually get to the resource editor I can look at the manual for it and see where it goes. I am sorry if I've been so dense in getting this working. It would be nice though if the dev team could look at the issues of how to open the resource editor because it doesn't match the documentation and might well confuse others as well as me. So for the moment I can now try adding a simple core node of my own based on the example. If I can, I'll try to write some kind of tutorial for this because it's a tricky process as things stand to even get started. Thanks once again for being so helpful, it is greatly appreciated. Cheers, Steve
  • Can I select only the edge of an inner hole?

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    ymoonY
    @ferdinand Yes I understood.
  • Tetrahelix modeling and generative rule based automation ?

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    ferdinandF
    Hello @user, Welcome to the Plugin Café forum and the Cinema 4D development community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our Forum and Support Guidelines, as they line out details about the Maxon SDK Group support procedures. Of special importance are: Support Procedures: Scope of Support: Lines out the things we will do and what we will not do. Support Procedures: Confidential Data: Most questions should be accompanied by code but code cannot always be shared publicly. This section explains how to share code confidentially with Maxon. Forum Structure and Features: Lines out how the forum works. Structure of a Question: Lines out how to ask a good technical question. It is not mandatory to follow this exactly, but you should follow the idea of keeping things short and mentioning your primary question in a clear manner. About your First Question You posted in the right forum here, as this mostly is an off-topic question. It is also out of scope of support in this extremely broad form. I am also unsure if you actually are looking for a Python/C++ API based solution. Something like this could also be done with Xpresso/Scene Nodes; or in the case of Xpresso an Xpresso/Python combination. But I personally would not really bother with doing that though. If you want to define a formal language, your shape grammar, I would use one of the common grammar definition and parsing tools, e.g. PLY is a popular library to lex custom grammars. You could of course also go big and use something like ANTLR, or go small and just use the standard library. I would however not recommend the last option. When you then implemented parsing an expression in your formal grammar into an AST, actually constructing the geometry for that with Python should be fairly easy. I would invite you to then come back and ask a new question for how to do that (given that you did choose to take this path). The complexities of that last step of course depend also on how complex your grammar is, "tetrahelix" can mean a lot. Cheers, Ferdinand