Storing NodeData in Tag
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 01/05/2005 at 11:47, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9.1
Platform: Windows ;
Language(s) : C++ ;---------
Hello together,
I have the following situation. I have created a custom tag type, for which the user can open an editor (similar to the XPresso-GUI). There you can create certain types of elements which are plugins that are derived from the NodeData-class.
Creating the elements within my editor works all fine. But I have the problem, that I need to attach them to the tag, for which the editor was called.
How could this be done?
I have been browsing the SDK-docs for a while now and found out the probably SetCustomData(...) might be the key to this, but I didn't manage to get this work.
Here is how I try it (just a test with a single node) :GeListNode *node = AllocListNode(ID_MYNODE); tag = GetActiveDocument()->GetActiveTag(); if (tag) { tag->SetCustomData(node); }
Thanks in advance.
Dani -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/05/2005 at 02:17, xxxxxxxx wrote:
I think a better way is to create a GeListHead and store the nodes in there. Then you can use GetBranchInfo() to provide full integration of your nodes with the AM and animation. (At least in theory; I haven't experimented with it much myself.)