Supporting R16 Team Renderer [SOLVED]
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On 09/10/2014 at 02:10, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 16
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;---------
Hi,alright, I am sitting here like a duck and am not sure how to approach this. I am storing HyperFiles with a custom suffix and would like to support the team renderer to load these when my scene hook needs it (I am sitting in scene hook).
Easy question: How is it done?
To my knowledge I need to react to the MSG_GETALLASSETS message somehow and add my files to the assets collection. Seems to be the message that is sent when the assets are collected?
Something like:
case MSG_GETALLASSETS: { Filename asset_path = get_full_path_to_hyperfile_on_localhd(); // add the file to the asset list. if (asset_path.Content()) { ((AssetData* )data)->Add(asset_path, (BaseList2D* )node, netRequestOnDemand); } } break;
Is there anything else I need to do? Of course I want only the files to be loaded/requested by the client that are really required.
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On 09/10/2014 at 03:44, xxxxxxxx wrote:
Also another question. In the introduction video of the R16 web interface, it says the user can upload all files associated with the rendered scene. Does this mean that he could also upload my hyperfiles? Would this make it obsolete to add the assets via code as above?
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On 21/10/2014 at 13:28, xxxxxxxx wrote:
Hi Katachi,
I saw the video of the R16 web interface, which clearly demonstrated you can upload all the files associated with the render scene, as long as you select and upload them yourself, including your hyperfiles. You'd still have to try it, but it should work. It does seem inconvenient to have to add assets via code, and hopefully that feature makes it an obsolete step.
Please let me know if that helps, if not, I'll dig deeper to find a solution for you.
I hope that helps,
Joey Gaspe
SDK Support Engineer -
On 22/10/2014 at 00:38, xxxxxxxx wrote:
You also need to listen on MSG_MULTI_CLEARSUGGESTEDFOLDER and MSG_RENAMETEXTURES.
Cinema will move the files relative to the folder in which the scene file resides (except for image files,
they'll be moved into the tex/ folder). If two asset names collide, MSG_RENAMETEXTURES will be
sent to tell 'ya.Best,
-Niklas -
On 23/10/2014 at 10:50, xxxxxxxx wrote:
Thanks so far both for your answer. I will try this tommorrow right away and let you know!
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On 04/11/2014 at 08:13, xxxxxxxx wrote:
Originally posted by xxxxxxxx
You also need to listen on MSG_MULTI_CLEARSUGGESTEDFOLDER and MSG_RENAMETEXTURES.
Cinema will move the files relative to the folder in which the scene file resides (except for image files,
they'll be moved into the tex/ folder). If two asset names collide, MSG_RENAMETEXTURES will be
sent to tell 'ya.
Best,
-NiklasRegarding the last point, is it possible to avoid that the asset tracking system renames my assets? The problem is that I have multiple objects which register the same asset under a different name, which causes unnecessary waste of space.
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On 05/11/2014 at 08:27, xxxxxxxx wrote:
Hi Satara,
Since your question is essentially separate from the one the topic title refers to, and the original poster is at the verification phase, is it OK if you repost your question as a separate topic?
Thanks,
Joey Gaspe
SDK Support Engineer -
On 05/11/2014 at 08:37, xxxxxxxx wrote:
I've created it a while ago: https://developers.maxon.net/forum/topic/7779/9977_weird-filenames-when-using-make-project-solved
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On 05/11/2014 at 10:57, xxxxxxxx wrote:
Hi Satara,
Even though that older thread predates my joining MAXON, lets continue with it so that you don't have to duplicate anything, yet still branch off from this topic.
Thanks,
Joey Gaspe
SDK Support Engineer -
On 25/11/2014 at 18:21, xxxxxxxx wrote:
Hi Katachi,
I was wondering if you had a chance to try it out?
Thanks,
Joey Gaspe
SDK Support Engineer