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    Renaming bug in COFFEE

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    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 26/01/2005 at 23:57, xxxxxxxx wrote:

      I can't confirm this bug. I used the following code in a menu plugin: (In the example you have written newname instead of newName. I also had to fill in obj myself.)

          
          
          MyMenuPlugin::Execute(doc)  
          {  
            var obj = doc->FindObject("Cube");   
            var objName = obj->GetName();   
            var newName = "test_name";   
            obj->SetName(newName + objName);  
            GeEventAdd(ACTIVE_OBJECT_CHANGED);  
          }
      

      There are no new objects created afaics. Where is the code run in your plugin? Could you post a little more code? (Preferably to the point where its a complete but scaled down plugin still showing the error.)

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      • H
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 27/01/2005 at 08:22, xxxxxxxx wrote:

        Thanks Michael for your reply, is it okay if I post you the code? If yes, where to?

        > Quote: Originally posted by Mikael Sterner on 26 January 2005
        >
        > * * *
        >
        > I can't confirm this bug. I used the following code in a menu plugin: (In the example you have written newname instead of newName. I also had to fill in obj myself.)
        >
        >

        MyMenuPlugin::Execute(doc)  
        \>  {  
        \>  var obj = doc->FindObject("Cube");   
        \>  var objName = obj->GetName();   
        \>  var newName = "test_name";   
        \>  obj->SetName(newName + objName);  
        \>  GeEventAdd(ACTIVE_OBJECT_CHANGED);  
        \>  }
        

        >
        > There are no new objects created afaics. Where is the code run in your plugin? Could you post a little more code? (Preferably to the point where its a complete but scaled down plugin still showing the error.)
        >
        >
        >
        >
        > * * *

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        • H
          Helper
          last edited by

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

          On 27/01/2005 at 12:37, xxxxxxxx wrote:

          If you don't want to post the code here you can send it to [email protected].

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          • H
            Helper
            last edited by

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

            On 05/02/2005 at 13:39, xxxxxxxx wrote:

            Hi Mikael, could you confirm the bug? I sent you a code snippet last week.

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            • H
              Helper
              last edited by

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

              On 09/02/2005 at 03:59, xxxxxxxx wrote:

              Sorry, I will have a look at it as soon as possible.

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              • H
                Helper
                last edited by

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

                On 16/02/2005 at 14:38, xxxxxxxx wrote:

                Hi Mike, have you checked up on my problem?

                Sharriff

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                • H
                  Helper
                  last edited by

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

                  On 20/02/2005 at 15:03, xxxxxxxx wrote:

                  Hmm, I did run the code now by adding the missing parts to make it a complete function:

                      
                      
                        
                      ...  
                        
                      GetGlobalRotation(obj);  
                      SetGlobalRotation(obj, rot);  
                      GetGlobalPosition(obj);  
                      SetGlobalPosition(obj, pos);
                      
                      
                      
                      
                      ...
                      
                      
                      
                      
                      // register plugin in menu  
                      class MyMenuPlugin : MenuPlugin  
                      {  
                       public:  
                        MyMenuPlugin();
                      
                      
                      
                      
                        GetID();  
                        GetName();  
                        GetHelp();  
                        Execute(doc);  
                      }
                      
                      
                      
                      
                      MyMenuPlugin::MyMenuPlugin() { super(); }  
                      MyMenuPlugin::GetID()        { return 13215235; }  
                      MyMenuPlugin::GetName()      { return "Hello World"; }  
                      MyMenuPlugin::GetHelp()      { return "Demonstrates a simple modal dialog";  
                      }
                      
                      
                      
                      
                      MyMenuPlugin::Execute(doc)  
                      {  
                       mirrorEditOrigBone(doc->GetFirstObject());  
                      }
                      
                      
                      
                      
                        
                      main()  
                      {  
                      prefixOrigBone = "bar";  
                      prefixMirrorBone = "foo";  
                       Register(MyMenuPlugin);  
                      }
                  

                  Then I added a bone to the scene and ran the plugin. As expected I get two new bones, one named "fooBone" and one named "barBone". Do you get more than two bones if you do that? That sounds really weird. I tried both in 9.013 and 9.101, but unless I can duplicate the bug there's not much I can do. Does the bug show up if you do a small expression that renames stuff as well?

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                  • H
                    Helper
                    last edited by

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

                    On 22/02/2005 at 12:31, xxxxxxxx wrote:

                    Thanks for looking into my problem Mike, yes, the problem arises only when I rename the bones, this happens in 8.2, 9.0 and 9.1. I use a recursive function to traverse the hierachy, in the loop, I create and name bones, this works well if i dont rename the bones. I I do, I get the renamed bones, the clones and the original bones in addition.

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

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

                      On 28/02/2005 at 12:48, xxxxxxxx wrote:

                      Have you checked up on the bug Mikael?

                      Thanks.

                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

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

                        On 28/02/2005 at 13:43, xxxxxxxx wrote:

                        I still haven't been able to reproduce it. My bones rename just fine with the code you sent. Sorry that this has taken so long, but unless I can duplicate the behaviour I can't find out what's wrong.
                        Just to be absolutely eliminate all sources of confusion, could you send a specific scene and the whole plugin to the support account? (Please remove as much code as possible, while making sure that the error still occurs on your side.)

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