• Maxon One Fall SDK Release

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    ferdinandF
    Thanks for pointing it out, changed it
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    ferdinandF
    Hey, I now know how our API will look like in this regard in 2026.0.0. Its compile/runtime behaviour will be as for 2025.2.1 and before. And we will introduce a new flag NOHANDLEFOCUS which must be set when attaching the area when one explicitly wants to ignore focus events. So, you will not have to change your code when you were happy with your user area behaviour as it is has been. Cheers, Ferdinand
  • 2025.3.1 SDK Release

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  • 2025.3.0 SDK Release

    News & Information news cinema 4d c++ python sdk information
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    E
    Ok? will do
  • 2025.2.0 SDK Release

    News & Information news cinema 4d c++ python sdk information
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    DunhouD
    Love the mxutils and GeDialog Changes, I use these features almost every time, thank you for having a more refined official version. Thank you to the SDK team for their work achievements Cheers~ DunHou
  • 2025.1.0 SDK Release

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  • 2025.0.0 SDK Release

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    H
    Thank you
  • 2024.5.0 SDK Release

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  • 2024.4.0 SDK Release

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    ferdinandF
    Hey, so, I fixed this now, in the sense that the TOC is now back in these classic API type and module pages. [image: 1713774613887-c2f5944c-90e4-49f9-a194-44f7be96b281-image-resized.png] I renamed the old a bit wordily named "Functions Signatures" and "Functions Documentation" to Overview and Functions (or Methods for classes) . Opposed to the old pre 2024.3 TOCs (which were completely broken in many ways), these categories now also show up in the TOC: [image: 1713775118359-adcc5c03-d5fd-4f97-b206-7d69cef2d81e-image-resized.png] [image: 1713774646259-bc7bac63-8959-487a-8aa7-81e729fcc92a-image-resized.png] The old Types and Inheritance section has been merged into root element as I do not see a good reason why it should appear in the middle of the page. The obvious thing would be to now add links to the individual elements on a page, so that you can quick-jump to a particular function. But that turned out to be not so easy with the mess we made there before and stubborn docutils. As evident by the C4DAtom example and other cases our TOC trees are very broken in this part of the docs and I now already almost spent two days with fixing things to this state. This will be shipped in the current state with the next release of Cinema 4D. When I have some time to waste, I will try to add the function links. The manual and maxon API TOCs are unaffected by this, they continue to work as intended. The classic API does its own thing here (as always ) which why this is such a mess. Cheers, Ferdinand
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  • Cinema 4D 2024.3.2 Hotfix

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  • 2024.3.0 SDK Release

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    ferdinandF
    Hey @no1astrologer, this will be fixed in the next release.
  • Cinema 4D SDK Overview

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    maxonM
    Cinema 4D C++ SDK The Cinema 4D C++ SDK offers the full tool set of the public Cinema 4D API. It is an excellent choice for experienced developers who want to implement computationally demanding plugins or plugin types such as custom render engines or material systems that are exclusive to the C++ API. Quickstart Online C++ Documentation: The most recent Cinema 4D C++ online documentation. To bookmark a link to the most recent version of the documentation, bookmark developers.maxon.net/docs/cpp/ (when you bookmark a link you followed, you will bookmark a specific version). Offline C++ Documentation: The official most recent Cinema 4D C++ offline documentation. Unlike the online version, you cannot switch between multiple versions here. C++ Code Examples: The C++ SDK code examples. You will need the frameworks provided in an sdk.zip to run these. Project Tool: A tool to generate Visual Studio and XCode solutions for Cinema 4D C++ API projects. SDK Database: The SDK Asset API database, containing assets used by code examples. To be able to compile the code examples, one requires t+the frameworks provided in the sdk.zip of a Cinema 4D installation. See Getting Started for details. Development Environment To build plugins for a specific SDK, one must meet the development environments listed below. And while it might be possible to deviate from these requirements from time to time, doing so will be out of scope of support; when you run into technical problems and ask for support, we will ask you to match the required environment. The Application Binary Interface (ABI) marks the range of compatibility of SDKs and plugins compiled for them. All versions that are binary compatible with each other can run your plugin, if the SDK version is equal to or lower than the Cinema 4D version. So, a plugin compiled for R21.0 will also run in R21.1, S22.0, and S22.1 because they all share one ABI. But you cannot run a plugin compiled for S22.0 (using S22.0 features) in R21.0. For the greatest range of compatibility, it is therefore often best to compile for the earliest version within an ABI one can use for the feature one requires. Release ABI Windows macOS Linux 2024 2023904 VS 2019/22 Xcode 13 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 2023 2022901 VS 2019 Xcode 13 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 S26 25004 VS 2019 Xcode 12 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 R25 25004 VS 2019 Xcode 12 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 S24 23004 VS 2019 Xcode 12 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 R23 23004 VS 2019 Xcode 11 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 S22 21014 VS 2019 Xcode 11 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2 R21 21014 VS 2017 Xcode 10 GCC 9.3.1.12, glibc 2.17, Python 3, Scon 3.1.2
  • Cineware SDK Overview

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  • Zbrush SDK Overview

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  • Getting textures via cineware

    Cineware SDK sdk c++
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    K
    Thanks @ferdinand. I guess I'll have to skip on that idea I was really hoping that there is something like .GetAllTextures or .GetAllAssets, but it seems I'm out of luck on this one.
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    HerzogVonWieselH
    @ferdinand you are amazing! Thank you so much for your help, this is it. Now only remains the last step until my script to automatically recognize and replace duplicate objects with instances is complete: The UI. But that should be a quick one. Thank you so much for your help again Ferdinand, you are a saint. Have a superb week and best wishes from Potsdam! Jerome
  • Breaking Tags Out Of A Shared Folder

    Cinema 4D SDK r21 sdk c++
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    J
    Thanks for the response, that's what I was afraid of. John Terenece
  • BFM_DRAGRECEIVE

    Cinema 4D SDK sdk c++
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    WickedPW
    Thanks @m_adam, I had to jump through a bunch of hoops with this one, because I put the queue process into a progress dialog so that for large file arrays there's an indicator of progress. Otherwise it just appears to hang and the user won't know why. But this made it tricky when the timer is also used because of the different thread contexts involved with the timer, the progress dialog and everything else on the main thread. But with a bit of care, it seems to work. Thanks again, WP.