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    • P

      Cinema 4D 2027 SDK fails to build on macOS if the path contains spaces

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK macos c++
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      DunhouD
      btw, same on windows
    • AnlvA

      Is there a Python equivalent of SceneHookData::Draw()?

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK python c++ 2026
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      AnlvA
      Hi @ferdinand , Yes, I do need the dimension overlay to coexist with another active tool. The plugin is mainly intended to help adjust objects to realistic dimensions and proportions. When precise dimensions are not required, the overlay helps me quickly resize and place objects in the scene. Once that is done, I can turn off the dimension overlay. The plugin can be enabled or disabled directly and includes some settings, with usage similar to the Symmetry tool. Inactive objects do not display dimension information, and grouped objects are measured as a whole, so the viewport does not become a sea of dimension annotations . Cheers, Anlv
    • D

      Multi-Icon for Objects on OM and Icon placement on menus

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK python
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      ferdinandF
      Hey @Dimitris_Derm., The example py_msc_licensing shows you how to change the icon of a node at runtime. The example uses this to change the icon of unlicensed nodes and the trick is to listen for the message MSG_GETCUSTOMICON. The example py_obj_assetcontainer shows you how to place icons in cycles (Cinema slang for drop downs). The trick is to set the label of the cycle item to "{Label}&i{IconID}&", e.g., "Cube&i5159&" would display the cube icon next to the word "Cube", because 5159 is the cube object icon id. You can do this both in resource files and dynamically as the example does it. Cheers, Ferdinand
    • H

      C4D 2026.4 — Supported API to release an imported Particle Group Alembic file handle?

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++ windows 2026 python
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      ferdinandF
      Hello @hey2495, Welcome to the Maxon developers forum and its 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 procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: How to Ask Questions. About your First Question I would try closing the file into which you imported the Alembic file. I just checked it, when I import any Alembic file, Cinema holds a lock onto it while the file into which you imported is still open. That seems to be an Alembic specific behaviour, not to say a bug. But it should be avoidable by simply cloning or merging the imported document, so that you can close the import document. I will give the exchange team a heads up on this. Cheers, Ferdinand
    • dexD

      How to find the closest primitive in a mesh

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      ferdinandF
      First of all, you should open new topics for new questions, as one otherwise tends to derail old topics, which makes it hard to for others to follow things later. I forked your topic. And I also do not quite understand what your question is. GetClosestMeshPrimitive returns you the primitive type via primInfo. When you only want to get the closest point on a mesh, I would build a KD-Tree for its vertices. You then get the closest vertex and its index for your point p. Then you orthogonally project p onto the polygons attached to that vertex (via cinema:: Neighbor). Then you chose the closest point. We have this Python example for KDTree and I also used Neighbor there. Building a KD-tree or just brute forcing it depends a bit on how often you want to do it. For just a handful of points, brute forcing it is usually faster. I am sure you can also do this with DistanceQueryInterface and the uvw coordinate returned in the PrimitiveInformation, but all that extra work where you have to deal with all the primitive types seems like more work than it is worth. And when you want to do this in a generator (by the looks of your screens), using a manual KDTree approach will make it easier to parallelize it effectively and make it go zoom zoom instead of computing all that extra data. Cheers, Ferdinand
    • H

      C++ SDK 2026.4 — Supported ordered mouse movement input for keyboard-initiated modal transforms

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++ windows 2026
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    • ferdinandF

      Maxon Cinema 4D 2027.0 SDK Release

      Watching Ignoring Scheduled Pinned Locked Moved News & Information news cinema 4d c++ python sdk information
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    • A

      Creating a Playblast script falling at the hurdle.

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK windows python 2024
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      M
      Man this saved me so much time too. Thank you.