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    Import an .obj file

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 08/10/2010 at 03:56, xxxxxxxx wrote:

      Yes, it's possible in Python and C++. There you can control the behaviour with the SCENEFILTER_DIALOGSALLOWED flag.

      cheers,
      Matthias

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 08/10/2010 at 04:10, xxxxxxxx wrote:

        When, Oh, when will COFFEE catch up?!?!?
        I'm wetting my feet in the Python ocean but I still love COFFEE.

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        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 08/10/2010 at 08:36, xxxxxxxx wrote:

          Originally posted by xxxxxxxx

          Yes, it's possible in Python and C++. There you can control the behaviour with the SCENEFILTER_DIALOGSALLOWED flag.

          In the C++ SDK, where does oneย 'unset' or removeย the SCENEFILTER_DIALOGSALLOWED flag, to tell Cinema4D not to use import/export dialogs?
          ย 
          Is this in RegisterSceneLoaderPlugin()ย / RegisterSceneSaverPlugin() ?ย  Because I don't see those flags listed there.

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          • H Offline
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 08/10/2010 at 11:10, xxxxxxxx wrote:

            Howdy,

            Originally posted by xxxxxxxx

            When, Oh, when will COFFEE catch up?!?!?
            I'm wetting my feet in the Python ocean but I still love COFFEE.

            Still not ready to make the switch to c++?ย ๐Ÿ˜‚

            Adios,
            Cactus Dan

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            • H Offline
              Helper
              last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 08/10/2010 at 12:20, xxxxxxxx wrote:

              Originally posted by xxxxxxxx

              Originally posted by xxxxxxxx

              Yes, it's possible in Python and C++. There you can control the behaviour with the SCENEFILTER_DIALOGSALLOWED flag.

              In the C++ SDK, where does oneย 'unset' or removeย the SCENEFILTER_DIALOGSALLOWED flag, to tell Cinema4D not to use import/export dialogs?
              ย 
              Is this in RegisterSceneLoaderPlugin()ย / RegisterSceneSaverPlugin() ?ย  Because I don't see those flags listed there.

              Please check LoadDocument()/SaveDocument().

              cheers,
              Matthias

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              • H Offline
                Helper
                last edited by

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

                On 08/10/2010 at 16:37, xxxxxxxx wrote:

                Thanks, I see it, but I still don't know how to use it.
                I'm using the STL filter example as a template for my plugin, and they derive their loader class from SceneLoaderData.
                They don't use LoadDocument() anywhere.
                I can ignore the SCENEFILTER_DIALOGSALLOWED flag when Load()/Save() is called, but Cinema4D still displays
                a default dialog, before Load/Save is even called.

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                • H Offline
                  Helper
                  last edited by

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

                  On 08/10/2010 at 16:47, xxxxxxxx wrote:

                  Originally posted by xxxxxxxx

                  Howdy,

                  Still not ready to make the switch to c++?ย ๐Ÿ˜‚
                  Adios,
                  Cactus Dan

                  It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ๐Ÿ˜‰

                  Rui Batista

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                  • H Offline
                    Helper
                    last edited by

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

                    On 08/10/2010 at 17:14, xxxxxxxx wrote:

                    Howdy,

                    Originally posted by xxxxxxxx

                    It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ๐Ÿ˜‰

                    Rui Batista

                    Oh, right. I keep forgetting about that.ย ๐Ÿ˜Š

                    To be honest, I never notice it in my normal development cycles. Maybe I'm so just used to it.

                    Adios,
                    Cactus Dan

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                    • H Offline
                      Helper
                      last edited by

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

                      On 09/10/2010 at 02:03, xxxxxxxx wrote:

                      Originally posted by xxxxxxxx

                      It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ๐Ÿ˜‰

                      But you still have to type a COFFEE plugin, and if you modify it you still need to exit Cinema and restart. So it's really only the compile time and if your source is split into several files, and you make a small change to just one, the compile/link cycle is a few seconds.

                      COFFEE still has one great advantage, though: a COFFEE plugin will work across many releases of C4D. My first COFFEE plugins still work in R12, one plugin file on both PC and Mac, three C4D versions after they were written. Contrast that with my Smart IBL Loader plugin - eight different compiles for four releases of C4D over PC and Mac. Now that's tedious!

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                      • H Offline
                        Helper
                        last edited by

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

                        On 09/10/2010 at 02:24, xxxxxxxx wrote:

                        Actually, when adjusting the COFFEE plugin, most of the time I don't need to exit Cinema4D. I just have to select "Reload C.O.F.F.E.E. Plugins" from the Console. Now, that is FAST!! ๐Ÿ™‚

                        Rui Batista

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                        • H Offline
                          Helper
                          last edited by

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

                          On 09/10/2010 at 02:50, xxxxxxxx wrote:

                          Originally posted by xxxxxxxx

                          It still takes a long time to type, compile, open Cinema4D, check for errors, get back to the compiler and do that ad infinitum, ad nauseum ๐Ÿ˜‰

                          Although you can overcome this a lot of times by simply do debug sessions, then you can change your code on-the-fly while c4d is open; actually while the code is executed, actually you then also know exactly where and what the problem is. So it saves you bug finding time. This is quite an advantage over COFFEE. ๐Ÿ˜‰

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                          • H Offline
                            Helper
                            last edited by

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

                            On 09/10/2010 at 03:01, xxxxxxxx wrote:

                            I'd forgotten about that rui, it's a useful tip to remember, thanks.

                            Samir is absolutely right about debugging though, it's a pain debugging a COFFEE plugin but with C++ you can just step through the code as it executes. Much easier.

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                            • H Offline
                              Helper
                              last edited by

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

                              On 09/10/2010 at 04:53, xxxxxxxx wrote:

                              Oh, I didn't know about that stepping possibility. Mmmmmmm, nice ๐Ÿ™‚

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                              • H Offline
                                Helper
                                last edited by

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

                                On 09/10/2010 at 08:05, xxxxxxxx wrote:

                                Not only stepping, you can also recompile after you made some changes and just keep on running. ๐Ÿ™‚

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