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    Description of Plugin Types?

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 10/01/2009 at 02:38, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   R11 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Trying to get back into C++ after some years away. Want to create simple plugin to start-off, but must say the sdk info is not too helpful in terms to helping identify which of the plugins within the sdk are what types. For example, i want to create a plugin that places a modified object or material with the OM or MM. Is this an object plugin type? And which of the examples in the SDK helps me with that w/o going through each one to see what they do? A description and type of each plugin within the SDK should really be created.

      Help? Thanks.

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 12/01/2009 at 02:25, xxxxxxxx wrote:

        You have to decide what type of plugin best maches your purpose. Then you can look for a similar example in the sdk examples. Let's say you want to modify points of a polygon object. You may realize that as an object modifier that acts on his child objects. But you may also realize it as a tag plugin, that acts on the object the tag is attached to.

        It's also recommended to compile the sdk examples to see the usability.

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 12/01/2009 at 02:40, xxxxxxxx wrote:

          As Klaus said you first have to decide what kind of plugin you want to create. For instance lets say you want to create a shader. First thing would be to check the documentation which class is used to create shaders. There is a chapter called "Plugin types" which you should check. So in case of a channel shader you would need to derivate your plugin class from the ShaderData class. You could now check the SDK examples if they contain an example which makes use of ShaderData (in fact there are two ShaderData examples). Then go through the example and try to understand what it is doing. Use the documentation as reference. The forum is also an indispensable source of information.

          cheers,
          Matthias

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 12/01/2009 at 09:59, xxxxxxxx wrote:

            Okay, thanks for the replies. I know that this may sound self-explanatory, but want to do this right. So, i am literally taking elements of each of the plugins that I am interested in and studying the code to eventually place into my own plugin, correct?

            Thank you.

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