Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login
    1. Maxon Developers Forum
    2. Boony2000
    3. Topics
    B
    • Profile
    • Following 0
    • Followers 0
    • Topics 27
    • Posts 60
    • Best 5
    • Controversial 0
    • Groups 0

    Topics created by Boony2000

    • B

      R25 project tool

      Cinema 4D SDK
      • c++ windows project tool r25 sdk • • Boony2000
      6
      0
      Votes
      6
      Posts
      918
      Views

      ManuelM

      hxx files are created by the preprocesssor when you compile.They are created in the Generate subfolder of each project.
      Frameworks should work out of the box (even if sometimes, we have some bugs_

      Cheers,
      manuel

    • B

      Constraint tag has no enum description

      Cinema 4D SDK
      • • • Boony2000
      2
      0
      Votes
      2
      Posts
      422
      Views

      ferdinandF

      Hello @Boony2000,

      thank you for reaching out to us. There is unfortunately no guarantee that everything that should have an id symbol has an id symbol. Or more directly, there are other cases where one most use integer instead of symbols. This mostly happens for message symbols, but there are also a few cases for NodeData types, e.g., there is no Omgcloner. These mostly did happen as an oversight of the person who did implement these functionalities, there is no higher meaning behind it.

      As a developer one must define such symbol locally or hardcode it. We are currently not planning to update the symbols in this regard.

      Thank you for your understanding,
      Ferdinand

    • B

      SearchPluginMenuResource has wrong default value

      Cinema 4D SDK
      • r21 • • Boony2000
      3
      0
      Votes
      3
      Posts
      440
      Views

      M

      Hi @Boony2000 with the latest update of Cinema 4D (R24 SP1), c4d.gui.SearchPluginMenuResource default value was fixed in Python.

      Cheers,
      Maxime.

    • B

      render progress callback is called wrong by Redshift

      Cinema 4D SDK
      • python r21 • • Boony2000
      4
      0
      Votes
      4
      Posts
      660
      Views

      ferdinandF

      Hello @Boony2000,

      without any further questions or postings, we will consider this topic as solved by Wednesday and flag it accordingly.

      Cheers,
      Ferdinand

    • B

      SendModelingCommand c4d.MCOMMAND_JOIN

      Cinema 4D SDK
      • python • • Boony2000
      3
      0
      Votes
      3
      Posts
      629
      Views

      B

      Thanks for the info!

    • B

      c4d.documents.CloseAllDocuments() always returns None

      Cinema 4D SDK
      • r21 python windows • • Boony2000
      2
      0
      Votes
      2
      Posts
      398
      Views

      M

      Hi, @Boony2000 you are right, the documentation will be fixed.

      Cheers,
      Maxime.

    • B

      No save prompt after userchange

      Cinema 4D SDK
      • r21 windows python • • Boony2000
      3
      0
      Votes
      3
      Posts
      516
      Views

      B

      Hi!

      Thanks for your input!

      I just found the cause.
      There is an os.kill call on the C4DPL_ENDPROGRAM message. If you leave it out some python stuff seems to keep running and preventing Cinema from being opened again. I am assuming that's why the original author did that.

      I will just catch the dirty flag myself and deal with unsaved scenes before terminating the process. Unless you know a more elegant way.

      I will mark this as solved.
      Thanks again.

      P.S.: This is off topic, but trying to reply I would always get an error and I had to log out and in again to post this.

      EDIT: I found the elegant solution - Adding c4d.documents.CloseAllDocuments() before the process termination handles the save dialogs perfectly!

    • B

      Errors when recompiling R20 plugin to R21

      Cinema 4D SDK
      • • • Boony2000
      6
      0
      Votes
      6
      Posts
      1.1k
      Views

      r_giganteR

      hi @Boony2000 , these are Visual Studio Intellisense errors which you can safely ignore. If they bother you switch the filter from "Build + Intellisense" to "Build".

      Cheers, R

    • B

      Error reading resource Line 1

      Cinema 4D SDK
      • r20 c++ python windows • • Boony2000
      3
      0
      Votes
      3
      Posts
      871
      Views

      B

      After a LOT of testing around I finally found the culprit.
      The header file was encoded UTF-8 with BOM. I finally figured it out after noticing that two versions of the header file that worked or didn't work had a 3 byte difference in file size. No idea how that snuck in there, but now it finally works.
      Also now it makes sense that the error was pointing to line 1.

    • B

      Output all renderpaths

      Cinema 4D SDK
      • r20 r21 windows python • • Boony2000
      3
      1
      Votes
      3
      Posts
      554
      Views

      B

      Thanks Maxime!

      In the mean time I will cycle through takes, AOVs and Frames manually to get the paths.

    • B

      Prevent c4d from opening path passed in sys.argv

      Cinema 4D SDK
      • r20 python windows • • Boony2000
      5
      0
      Votes
      5
      Posts
      899
      Views

      B

      Thanks! I'll try that.

    • B

      Preventing SetDocumentData from switching to active tool

      Cinema 4D SDK
      • python r20 windows • • Boony2000
      5
      0
      Votes
      5
      Posts
      759
      Views

      B

      I'm just going to go ahead and mark this as solved.
      Either using an empty Basecontainer or the set function solve the problem.

      Thank you for explaining!

    • B

      Insert Button for Plugin into standard palette

      Cinema 4D SDK
      • python r20 windows • • Boony2000
      4
      0
      Votes
      4
      Posts
      714
      Views

      B

      Thanks for the input!
      It's a shame you can't fiddle with the palettes. I think I'll just do it like x-particles and have a command that loads the palette and the user can dock it himself. Not the most elegant, but gets the job done.

      Cheers

    • B

      Refresh Editor after killDocument or SetActiveDocument

      Cinema 4D SDK
      • python windows r20 • • Boony2000
      3
      0
      Votes
      3
      Posts
      613
      Views

      B

      Hi Sebastian!

      Turns out my issues are two seperate, but equally self inflicted problems 🙂

      Inserting and activating works as expected, I am blocking the update with some custom UI stuff so I will have to find a solution for that. Calling EventAdd() in the closeEvent of the UI doesn't do anything. Is there another way to force Cinema to update everything?

      Killing the document not only doesn't update, but actually crashes Cinema, because I am trying to kill the document from within a callback that is reacting to MSG_DOCUMENTINFO_TYPE_LOAD. I am doing some more involved environment management and sometimes I have to close a document after loading.
      I have a workaround that will have to do for now. In the callback I change the document path to a string I can then look for in EVMSG_CHANGE. When I detect my string there, I can then kill the document. It's not very elegant and if anyone has a better solution I would be very happy, but otherwise consider this problem solved 🙂

    • B

      Searching for "EventAdd()" crashes forum page

      General Talk
      • • • Boony2000
      3
      0
      Votes
      3
      Posts
      825
      Views

      a_blockA

      Hi,

      thanks for pointing this out to us.
      Yet, we were not able to reproduce this issue. What we found so far, when doing a search for "EventAdd()" (or anything similar resulting in a large number of results) and the search is set to show posts instead of threads, then switching between result pages can indeed take some time (at least for the first switch). During this time the page is indeed completely unresponsive and seems frozen, which is not nice. But here it always returned and showed the expected content after a bunch of seconds (I think in my tests longest was about 15 seconds).
      We'll keep an eye on this.

      Cheers,
      Andreas

    • B

      Registering tokens in python

      Cinema 4D SDK
      • windows python r20 • • Boony2000
      4
      0
      Votes
      4
      Posts
      788
      Views

      r_giganteR

      Hi line6dude, thanks for following up.

      With regard to registering Tokens in c++, given that it's not a complex task, requires at least a minimum background of C++, familiarity with Xcode (or VisualStudio) and understanding of our Cinema 4D tool-chain.
      If you feel comfortable in becoming familiar with such concepts, please open a new thread to tackle the argument.

      Best, Riccardo

    • B

      Add tooltip to subcommand

      Cinema 4D SDK
      • python windows r20 • • Boony2000
      3
      0
      Votes
      3
      Posts
      698
      Views

      B

      Thanks for confirming my suspicion 🙂

    • B

      Open GeDialog on second screen

      Cinema 4D SDK
      • python windows r20 • • Boony2000
      3
      0
      Votes
      3
      Posts
      694
      Views

      B

      Ok, thanks!

    • B

      Register Plugin during runtime

      Cinema 4D SDK
      • python r20 windows • • Boony2000
      3
      0
      Votes
      3
      Posts
      716
      Views

      B

      Ok, thanks Riccardo!
      I'll register them at the start then.

    • B

      Get PluginID from within CommandData plugin

      Cinema 4D SDK
      • python r20 windows • • Boony2000
      4
      0
      Votes
      4
      Posts
      947
      Views

      B

      I am trying to register multiple plugins that are instances of the same class, but do slightly different stuff (in this case construct different menus). I am getting some external data that I would like to put in a dictionary with the plugin ID as keys. I could then get the correct data set for each plugin by comparing the pluginID from e.g. within execute with the pluginIDs in the dictionary. But for that I would need a way to retrieve the pluginID of the class instance whose execute function was called.

      Edit: I figured out a way. I can pass the pluginID when initializing the plugin in the register function and save it as a class member in __init__