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    Material Editor-Dialog

    Scheduled Pinned Locked Moved PYTHON Development
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    • H Offline
      Helper
      last edited by

      On 10/07/2017 at 00:17, xxxxxxxx wrote:

      Hello plugincafe, 
      I have a question regarding the Material Editor. 
      I need to rebuild the Material Editor for a client project, but I can't seem to find the corresponding dialog layout in the Cinema 4D folder.

      Am I just blind or is it made internally?

      Thanks in advance, 
      Florian

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      • H Offline
        Helper
        last edited by

        On 10/07/2017 at 08:11, xxxxxxxx wrote:

        Hi,

        basically the dialog is composed of a bunch of resource files: mbase.res, mmaterial.res, mpreview.res, massign.res and millum.res (start with mmaterial.res and see how it includes the others). All to be found in "resource/modules/c4dplugin/description".
        On the other hand don't expect it to be completely straight forward. The Material Editor has its peculiarities which are partly hard coded inside.

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        • H Offline
          Helper
          last edited by

          On 10/07/2017 at 23:58, xxxxxxxx wrote:

          Hi Andreas,
          thanks for the information. I have looked into the resources and I noticed that the resource files are "CONTAINERS" and not "DIALOGS". 
          This is my first time building a dialog with a .res file, so I am not really sure what the difference is. 
          And also, includes don't seem to work with dialogs? 
          Could you explain this to me?

          I also thought as much, that it would't be that simple, frankly I only really need to rebuild the left side of the editor, and not all the sub-groups on the right side.

          thanks again for the help so far!
          Florian

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          • H Offline
            Helper
            last edited by

            On 18/07/2017 at 08:34, xxxxxxxx wrote:

            Hi Florian,

            sorry for letting you wait. As said before the Material Editor is a special case and there's quite a bit of special code internally. The point is, you can edit a material in the Material Editor as well as in the Attribute Manager, so it is actually a description and a dialog. "Magically" the left column of the Material Editor turns into tabs when viewed with the Attribute Manager.

            I'd say, rather stick to dialog design by the book (see also the manuals in the GUI and User interaction overview of the C++ docs, should work for a Python developer as well).

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