xcode
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/03/2007 at 17:46, xxxxxxxx wrote:
User Information:
Cinema 4D Version:
Platform: Mac OSX ;
Language(s) : C.O.F.F.E.E ; C++ ;---------
HelloI have a problem and can it alone not solve. I operate with OSX
10.4.8 and C4DR10. I would like to learn to program with C÷÷
and COFFEE. I found cinema4dsdk in the plugin file of C4D. I
installed also xcode 2.4.1. I read the C4DR10SDKHTML documentation. I
read "migration to of Xcode" in the
C4DR10SDKHTML documentation, and I can open the cinema4dsdk.xcodeproj file in xcode.
Now my questions:Is there a step by step tutorial to program a C4D plugin? Is there a
"hello world" C4D-plugin - xcode tutorial? I look for a tutorial in
which I learn, how one opens the cinema4dsdk.xcodeproj file in xcode,
and to the end a small "hello world" plugin in C4D opens.My second problem is where can I the Coffee SDK file download for OSX
10.4.8. Is there also an extra compiler like xcode? I looked
for the Coffee SDK file in the plugincafe but I only found the coffee C4DR10SDKHTML.
Is there a "hello world" tutorial to learn to use the Coffee SDK step by step?Thank you
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/03/2007 at 20:10, xxxxxxxx wrote:
The cinema4dsdk project is the tutorial. Under the cinema4dsdk/source folder there are subfolders containing different plugin types and the code examples used in the project. That along with the documentation and this forum - that is basically it. You'll want to start a plugin project by modifying a copy of the cinema4dsdk.xcodeproj and the source that most closely matches the plugin type you are creating (Command, Object, Tag, Material, Render, Tool, etc.).
COFFEE is an interpreted scripting language - it doesn't need to be compiled. You can run COFFEE code from within a COFFEE tag, COFFEE node, the COFFEE editor, or from a source (text) file. The COFFEE source and resources go into the plugins folder just like C++ plugins. There is a 'compiler', but that just turns it into bytecode to protect your source if necessary when the plugin is being distributed or commercial. There are dozens of examples either directly or linked from within the COFFEE documentation.
There is also a Resource Editor (ResEdit) for designing GUIs for dialogs and such - on the main page, click the SDK Downloads R10 link. I do mine manually in code.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/03/2007 at 01:50, xxxxxxxx wrote:
Hello Robert,
thanks for your fast response. I found in the
cinema4dsdk/source folder different plugins. These files have the
suffix .cpp. Can I convert such a file into a .dylib or into a .xdl plugin
with xcode? I tried it with the documentation "migration to
Xcode", which I found in the CINEMA 4D C÷÷ SDK documentation (index.HTML). Unfortunately without success.
And therefore I ask still once: Is there a step by step "hello world"
tutorial, in which I can learn, how I can convert c÷÷ code by xcode in to a .xdl or
.dylib plugin, in order to open it then in C4D?thank you, mono
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/03/2007 at 05:29, xxxxxxxx wrote:
Usually XCode produce *.dylib with is Universal Binary and shold work on PPC and Intel Mac.
Here you can find some more info about XCode > http://www.apple.com/de/macosx/features/xcode/Here is simplest example without any plugin for now.
Copy and paste it to Main.cpp and try to compile it witn Xcode.
If you do not know what *cpp and *h or *.inl files then please read some tutorials about C++ programming.
All this file are C++ source-code files.// Main.cpp #include "c4d.h" //------------------------------------------------------------------------------ // This will be called on C4D start Bool PluginStart(void) { GePrint(" ### hello world ###"); // print to C4D console. GeDebugOut(" ### hello world ###"); // prin to C4D debug window. GeDebugOut(" ### PluginStart ###"); //Here you will ne to register you plugin >>> return TRUE; } //------------------------------------------------------------------------------ // And this on C4D end void PluginEnd(void) { GeDebugOut(" ### PluginEnd ###"); } //------------------------------------------------------------------------------ Bool PluginMessage(LONG id, void *data) { GeDebugOut(" ### PluginMessage ###"); switch (id) { case C4DPL_INIT_SYS: //if (!resource.Init()) return FALSE; // don't start plugin without resource return TRUE; case C4DMSG_PRIORITY: return TRUE; case C4DPL_BUILDMENU: break; case C4DPL_COMMANDLINEARGS: { } break; case C4DPL_EDITIMAGE: { } return FALSE; } return FALSE; }
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/03/2007 at 05:48, xxxxxxxx wrote:
Thanks, that is it, what I wanted to know. I try my luck and
compile in xcode. Does it give somewhat, on what I must still
watch out, if I produce a *.dylib file with xcode for C4D?mono