Maxon Developers
    • Downloads
      • All Downloads
      • Cinema 4D Python SDK
      • Cinema 4D C++ SDK
      • Cineware SDK
      • ZBrush GoZ SDK
      • Cinema 4D Python Examples
      • Cinema 4D C++ Examples
      • Project Tool
      • SDK Database
    • Documentation
      • Cinema 4D Python SDK
      • Cinema 4D C++ SDK
      • Cineware SDK
      • ZBrush GoZ SDK
    • Forum
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Forums
      • Overview
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • News & Information
      • Downloads
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Register
    • Login

    ActiveObjectManager- Channel

    SDK Help
    0
    7
    131
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 14/03/2005 at 06:03, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Hi there,
      I've got another little Problem.
      I want to display in the ActiveObjectManager a specific Channel of the currently selected Material.
      I tried this:

      BaseChannel* chan = mat->GetChannel(CHANNEL_COLOR);  
      ActiveObjectManager_SetObject(ACTIVEOBJECTMODE_SHADER, chan, true);
      

      but it does not work, neither with ACTIVEOBJECTMODE_MATERIAL.

      are there things i could have overlooked?

      Thanks in advance,

      affa

      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 15/03/2005 at 04:47, xxxxxxxx wrote:

        With Shaders and Materials it's already working,
        but i can't figure out why the channels aren't displayed 😞

        does anyone know help?

        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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 17/03/2005 at 02:25, xxxxxxxx wrote:

          Is there a possibility to send the right message to the ActiveObjectManager?
          I mean if i first let him display the Material Attributes, and then make him display only a specific channel?

          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 19/03/2005 at 10:10, xxxxxxxx wrote:

            no one an idea?

            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 25/03/2005 at 13:03, xxxxxxxx wrote:

              Channels are simply groups (tabs) within the main material description. Unfortunately there's no way to control which tab is shown afaik. To show the actual shader set in the channel you can use chan->GetShader() instead.

              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 26/03/2005 at 00:35, xxxxxxxx wrote:

                Thanks very much for the answer.
                Although it's bad that it isn't possible 😉

                The thing with the shader I already noticed, thanks.
                So I must think about an other solution

                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 26/05/2005 at 02:23, xxxxxxxx wrote:

                  now its done, if you'd like to test it, here it is:

                  http://www.3d-worxx.com/files/Treeview_v1_0.zip

                  1 Reply Last reply Reply Quote 0
                  • First post
                    Last post