Thank you Ferdinand. Ill try to remember to post bugs to the bug subforum.
Posts made by ECHekman
-
RE: Userarea keyboard focus issues in 2025.3
-
Userarea keyboard focus issues in 2025.3
There seems to have been a change to userarea default behavior in 2025.3 - however i cannot find this in the release notes.
Mouse clicks still trigger GeUserArea::InputEvent, however keyboard and scroll events no longer work with default settings.
I found that when i explicitly set USERAREAFLAGS::HANDLEFOCUS in the AttachUserArea it will work like it did in previous versions. However USERAREAFLAGS settings are poorly documented and i cannot find what the settings do or if i need them (HANDLEFOCUS, TABSTOP, SYNCMESSAGE) -
RE: 2025.3.0 SDK Release
We are experiencing an issue where keyboard and scrolling events no longer call the inputevent function of a GeUserArea. They seem to ignore the active window.
It did work with older versions of 2025. Left, Center and Right mouse presses work normally. -
Getting debugbreak in atom.cpp
I have created my own iCustomGUI, and it is fully functional except for that when I update the value i get a critical stop message and a debugbreak. However the data is actually correctly set and stored. So im not sure what is going on.
atom.cpp(439): CRITICAL: Stop A breakpoint instruction (__debugbreak() statement or a similar call) was executed in Cinema 4D.exe.
This is how the data is set in the Init() function of my ShaderData
// In MyData::Init(GeListNode* node, Bool isCloneInit) BaseContainer ociodata; ociodata.SetString(SOME_STRING_ID, String("initial text")); ociodata.SetInt32(SOME_INT_ID, 19); base->SetParameter(c4dId, ociodata);
Here is how i create the UI
// in MyData::GetDDescription() BaseContainer bc = GetCustomDataTypeDefault(DA_CONTAINER); bc.SetInt32(DESC_CUSTOMGUI, CUSTOMGUI_OCIOCYCLE); bc.SetString(DESC_NAME, String(pinInfo->mStaticLabel)); bc.SetBool(DESC_SCALEH, TRUE); description->SetParameter(IDCopy, bc, groupID);
Here is how i send the update from the iCustomGUI class
// in My_iCustomGui::Command() BaseContainer _data; _data.SetString(SOME_STRING_ID, String("some text")); _data.SetInt32(SOME_INT_ID, 14); BaseContainer m(BFM_ACTION); m.SetInt32(BFM_ACTION_ID, GetId()); m.RemoveData(BFM_ACTION_VALUE); m.SetContainer(BFM_ACTION_VALUE, _data); SendParentMessage(m);
I have the same setup with a different iCustomGUI and it works fine, but there is something about this specific case where it is doing this debug break and complaining about a critical stop. Could it be because it im using a basecontainer here in not a simple type like int/float/vector?
-
RE: GeDialog ColorChooser Color + Alpha
Thank you for your response that did the trick.
// ... do more settings work, check the user data editor with the data type Color with Alpha and there the details for all the settings, or the docs for
DR_COLORFIELD_...
|I am not familiar with the "user data editor". I am interested in changing the settings because this is what it looks like now:
I would like it to look like this - including the ability to fold it
-
GeDialog ColorChooser Color + Alpha
I am creating my own iCumstomGUI and I want to add a colorchooser with alpha
But there is only a function called AddColorChooser which creates a color chooser without alphaThis one in particular:
-
RE: How to expose C++ symbols to Python users as a third party?
Definitly interested
-
RE: Links on Tag are not animated when in Extrude Object cache
Thanks Ferdinand, that was kind of what I expected the awnser to be. I'll use a creative solution that doesnt trigger an unnessesary recreation of the Extrude cache
-
How to expose C++ symbols to Python users as a third party?
@ferdinand said in how to use the commands from Octane/Redshift's symbols.h:
Hey @RTF,
Thank you for reaching out to us. There is no fully automatic way to do this, as it is up to third parties to expose their APIs to Python. When a vendor does not offer a Python API, you can do two things:
- Simply define the symbols yourself in your Python code, they are just integer values after all.
- With mxutils.ImportSymbols you can import symbols from a resource, e.g., a
symbols.h
file. It is (a part of) the very mechanism we use to automatically expose the symbols from the native Cinema 4D C++ API to the Python API.
Cheers,
FerdinandJust to piggyback on this. "it is up to third parties to expose their APIs to Python" How would we at Octane expose the symbols in our c4d_symbol.h?
I found this page: https://developers.maxon.net/docs/py/2024_0_0a/manuals/manual_py_symbols.html
But it doesnt specify how to do this from our end in C++?
Atm we are only able expose certain NodeData headers files in our resource folder. -
Links on Tag are not animated when in Extrude Object cache
I have a Tag on an Extrude object. The Tag has links (DA_ALIASLINK) on it to ShaderData. These shaderdata's have animated values.
The extrude object correctly copies over the Tag to the cache object, including copies of all the linked ShaderDatas.
However none of the copied objects get animated when scrubbing the timeline - but the original objects do. I suspect this is because the expected behavior is that normally when the tag changes, the Extrude object recreates its cache. However this is not triggered for linked objects?I have a few "creative" solutions. But im wondering if there is a clean solution for this issue.
Setup:
-
RE: GUI shows M (meters) instead of CM (centimeters) in CUSTOMGUI_VECTOR
Ok that makes a lot of sense. Ill see what i can do on my end then
-
GUI shows M (meters) instead of CM (centimeters) in CUSTOMGUI_VECTOR
I programmatically create a vector gui using CUSTOMGUI_VECTOR. I set DESC_UNIT to DESC_UNIT_METER.
However the gui will show CM after the number. And i would like it to display M for meter at the end of the number.
I cant find in the SDK how to do this -
Start CUSTOMGUI_LINKBOX expanded
I am using the CUSTOMGUI_LINKBOX UI, but for some reason it always starts out as collapsed, but i would like to expand it.
DESC_GUIOPEN, DESC_DEFAULT both dont work. -
RE: GeListNode from ShaderData::Read function does not have a document?
After some digging it seems only some ShaderDatas dont have their document set. Other do have it.
However after the Read, c4d will set the document at some point, because in the ::Message() function GetDocument does return a basedocument. -
GeListNode from ShaderData::Read function does not have a document?
Im loading in c4d project and want to get the Document the GeListNode belongs to, but i am getting a nullptr back.
Is it expected for certain ShaderDatas not to be associated with a document?Code looks something like this:
Bool SomeShaderDataPlugin::Read(GeListNode* node, HyperFile* hf, Int32 level) { const BaseDocument* bd = node->GetDocument(); //bd is nullptr sometimes for some ShaderDatas return SUPER::Read(node, hf, level); }
-
RE: Strange string addition crash
Thanks for your response. We found the issue. Turns out we had to delay load our dlls for earlier versions of the plugin R21 etc
-
Strange string addition crash
Im having a strange problem while trying to run our plugin on R21.207
For some reason adding two string together crashesCrashes:
String totalPath = ppath + ver;
Doesnt Crash
String totalPath = ppath; totalPath.Append(ver);
debug output:
../../../frameworks/cinema_emulation.framework/source/maxon/stringencoding_c4demulation.h(33): CRITICAL: Stop A breakpoint instruction (__debugbreak() statement or a similar call) was executed in Cinema 4D.exe. Exception thrown at 0x00007FFA047D6820 (c4dplugin.xdl64) in Cinema 4D.exe: 0xC0000005: Access violation reading location 0x00000035456D34A0.
-
RE: Programmatically create a palette?
@ferdinand
Is this still the best way to create a palette 3 years later? Preferably I would like there to be an option for our plugin to insert its objects into the standard palette.
Switching to Reshift changes the default palette, I was hoping i could do something similar. -
RE: SubContainers and Symbol ranges
Ofcourse in the code example i mean to set the pin data and links in their correct subcontainer, and not in the AttributeContainer