Custom icon for object
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/01/2007 at 04:24, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R9.6
Platform: Mac OSX ;
Language(s) : C.O.F.F.E.E ;---------
Hello,
I'm just starting out writing plugins using C.O.F.F.E.E. and as a first try I'm doing a procedural object (consisting of other primitives). My basic idea is to collect primitives under a null object and add user controls for high level properties.I'd also like to have a custom icon in the object manager for my object, but I can't find any way of doing this. I can add an icon to the menu item, but have found no corresponding way to do for my newly created object (a null, right now).
How can this be done?
Thanks,
Cons -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/01/2007 at 05:53, xxxxxxxx wrote:
You can't do this with COFFEE.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/01/2007 at 06:18, xxxxxxxx wrote:
Quote: Originally posted by Matthias Bober on 30 January 2007
>
> * * *
>
> You can't do this with COFFEE.
>
>
> * * *Thanks, then I'll stop looking for it then.
Is it possible to do it with the C++ interface?
Thanks,
Cons -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/01/2007 at 07:09, xxxxxxxx wrote:
Quote: Originally posted by Cons on 30 January 2007
>
> * * *
>
> Is it possible to do it with the C++ interface?
>
> * * *Yes, but you have to write your own Nul object then (not that hard). Take a look at the SDK examples, especially the ones in the source/object folder for examples for object plugins.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/01/2007 at 08:26, xxxxxxxx wrote:
Quote: Originally posted by Matthias Bober on 30 January 2007
>
> * * *
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>> Quote: Originally posted by Cons on 30 January 2007
>>
>> * * *
>>
>> Is it possible to do it with the C++ interface?
>
>>
>> * * *
>
>
>
>
> Yes, but you have to write your own Nul object then (not that hard). Take a look at the SDK examples, especially the ones in the source/object folder for examples for object plugins.
>
>
>
> * * *Ok, thanks again.
While drifting a bit from the thread topic, is there any overview of what can be done in C.O.F.F.E.E vs the C++ API? Difference in execution speed of the plugins is to be expected, but what other limitations are there in C.O.F.F.E.E., apart from the one I've already found?
Thanks,
Cons -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/01/2007 at 01:24, xxxxxxxx wrote:
There is no official overview of differences between COFFEE and the C++ API. Personally I prefer to write in C++ and only use COFFEE for some small scripts. There are several reasons for it:
-updates to Cinema are usally reflected in the C++ API
-Ngons, edges, better polygons and spline handling in general
-object plugins (generators, particle modifiers, deformers etc.)
-new timeline support
-TP library
-Hair library
-all the advantages of C++ like overwritten operators etc. (Vector/Matrix class, String class etc.)
-AM descriptionsThere much more to it, actually I wouldn't even think about to write a bigger plugin with COFFEE. It is fine for some smaller scripts or plugins. Scripts have also the advantage of not needing to be compiled and there is no plugin ID needed. I sometimes I like to test out some ideas in COFFEE first.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 01/02/2007 at 03:58, xxxxxxxx wrote:
Quote: Originally posted by Matthias Bober on 31 January 2007
>
> * * *
>
> There is no official overview of differences between COFFEE and the C++ API. Personally I prefer to write in C++ and only use COFFEE for some small scripts. There are several reasons for it:
>
> -updates to Cinema are usally reflected in the C++ API
> -Ngons, edges, better polygons and spline handling in general
> -object plugins (generators, particle modifiers, deformers etc.)
> -new timeline support
> -TP library
> -Hair library
> -all the advantages of C++ like overwritten operators etc. (Vector/Matrix class, String class etc.)
> -AM descriptions
>
> ...
>
>
> * * *Just some of those are good enough reasons for using the C++ API.
Thanks once again!
Cons