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    1. Maxon Developers Forum
    2. Danchyg1337
    3. Topics
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    • Following 0
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    • Topics 16
    • Posts 43
    • Best 3
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    Topics created by Danchyg1337

    • Danchyg1337D

      Plugin causes Render Region to turn black

      Cinema 4D SDK
      • c++ r25 r23 r21 • • Danchyg1337
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      Danchyg1337D

      Hello! Sorry for not providing any specific info about the problem, it was not really aything to provide in fact. Your last guess about document related stuff is absolutely correct. There is a piece of code responsible for handling a license which was indeed using documents. Thanks!

    • Danchyg1337D

      Symbol not found: ___chkstk_darwin

      Cinema 4D SDK
      • r23 python c++ • • Danchyg1337
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      M

      Cinema 4D R23 require at least mac os 10.14 and the most optimal is 10.15.
      In your case you need to update to 10.15.

      See Cinema 4D R23 Requierements.

      Cheers,
      Maxime.

    • Danchyg1337D

      R25 Json Parser Usage

      Cinema 4D SDK
      • • • Danchyg1337
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      Danchyg1337D

      @m_magalhaes Thank you!

    • Danchyg1337D

      Get viewport image of inactive document.

      General Talk
      • • • Danchyg1337
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      Danchyg1337D

      @m_adam Thanks for your help. That made things clear.

    • Danchyg1337D

      Using GetViewportImage()

      General Talk
      • • • Danchyg1337
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      Danchyg1337D

      @m_magalhaes Thanks a lot! That makes things clear.

    • Danchyg1337D

      Accessing object container in C++.

      General Talk
      • • • Danchyg1337
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      M

      Hi internally as stated in the documentation of GeListNode.__setitem__ and GeListNode.__getitem__ it's just a wrapper arround respectively C4DAtom.SetParameter and C4DAtom.GetParameter.

      Then Set/GetParameter will call the respective NodeData.G/SetDParameter of the GeListNode implementation. This method lets you define how the parameter access is done (aka retrieving the data from a local member variable or reading the base container made by the description).

      So if we go back to the s/getitem, internally in python it builds automatically a DescId based on the data provided doing a stupid If pyData.Class == PyBool: DescId(pyData, DTYPE_BOOL, 0) so you can easily reproduce this part too. But I don't think in C++ you can't support multiple arguments in the bracket operator see C++ [] array operator with multiple arguments?, so you could somehow hack around with the usual () operator, but our classic API doesn't really provide a mean of inspection so you will need to either do a lot of overrides or have unsafe void pointer arguments while PythonObject always has a type attached to them so you can at any time accept a PyObject* and retrieve is real DataType, and this is exactly what is possible to do with the MAXON API where you register datatype as MAXON_DATATYPE then they all can be retrieved in the form of a maxon::Data but you still have access to its maxon::Id and you can know the datatype ID and doing a safe casting.

      Hope this answers your questions.
      Cheers,
      Maxime.

    • Danchyg1337D

      Possibility of using ExecuteSubID with ToolData.

      General Talk
      • r21 c++ • • Danchyg1337
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      r_giganteR

      Hi @Danchyg1337, thanks for reaching out to us.

      The approach you've pointed out can work to activate a ToolData with a specific preset. You've to register a CommanData for every preset you'd like your ToolData to use and, if needed, you can register your ToolData passing the PLUGINFLAG_HIDEPLUGINMENU to avoid that the generic ToolData appears among the menus.

      Best, Riccardo

    • Danchyg1337D

      TreeView Multiple Selection With LMB

      Cinema 4D SDK
      • • • Danchyg1337
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      Danchyg1337D

      @m_adam Now i see the problem. Thanks alot for helping!

    • Danchyg1337D

      Isoparm in Deformer plugin

      Cinema 4D SDK
      • r20 c++ r21 • • Danchyg1337
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      Danchyg1337D

      @r_gigante Thanks for your reply! You were absolutely right about checking input type. When i did a simple type check everything started to work as it should!

    • Danchyg1337D

      Cinema 4D R20 plugin's conflict with Redshift

      Cinema 4D SDK
      • r20 c++ • • Danchyg1337
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      Danchyg1337D

      @m_magalhaes No other dependencies. Plugin type is deformer.
      Yes, i should probably ask it on Redshift forum. Thanks for reply!

    • Danchyg1337D

      PluginsHelpDelegate Info

      General Talk
      • r21 r20 c++ • • Danchyg1337
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      ManuelM

      hi,

      there's nothing more to do in R21/S22, you should maybe post your project to see if there's something wrong.

      Cheers
      Manuel

    • Danchyg1337D

      SendModelingCommand() in R20 and R21

      Cinema 4D SDK
      • r20 r21 c++ • • Danchyg1337
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      Danchyg1337D

      @m_adam MODELINGCOMMANDFLAGS::NONE works! Thanks again for helping me out!

    • Danchyg1337D

      Render to Picture Viewer with fields problem.

      Cinema 4D SDK
      • • • Danchyg1337
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      Danchyg1337D

      @m_adam Thank you for reply. I would probably send my code to your email to try to figure it out better.
      What i see so far is that in renderer, fields returns 0 for each point they sample.
      I have a function which samples fields and accepting a result to each vertex. For example imagine extrude with fields. In viewport i see extruded points, but in renderer everything is flat, like there is no field or it is so far to make any extrusion and returns 0. for each point. Second is more likely due to my tests.

    • Danchyg1337D

      Missing Library

      General Talk
      • c++ r20 • • Danchyg1337
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      Danchyg1337D

      Thank you!

    • Danchyg1337D

      Modeling Kernel Error : Invalid Object

      General Talk
      • • • Danchyg1337
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      ManuelM

      Hello and welcome to the forum,

      For your next threads, please help us keeping things organised and clean. I know it's not your priority but it really simplify our work here.

      Q&A New Functionality. How to Post Questions especially the tagging part.

      I've added marked this thread as a question so when you considered it as solved, please change the state 🙂

      In your code you Resize the object after initialized for the modeling command. That's why.

      but probably a simpler way to achieve what you want is to access the polygon's data. The PolygonObject is inherit from PointObject where you can retrieve the pointer of the points' vectors with GetPointW

      sometthing like so will work

      Vector* padr{ pol->GetPointW() }; if (padr == nullptr) return maxon::NullptrError(MAXON_SOURCE_LOCATION); padr[3] = Vector(-2, 0, 0);

      You can have a look at our "roundtube" example in the sdk.zip file that ship with every Cinema 4D version. This example will show you how to create a primitive from scratch.

      Cheers,
      Manuel.