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    1. Maxon Developers Forum
    2. rsodre
    3. Topics
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    Topics

    • rsodreR

      Error building R25 macOS - TypeTraitExpr

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r25 c++ macos
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      rsodreR
      Thanks for all the tips @ferdinand The solution was Catalina + XCode 12.4
    • rsodreR

      Bounding box transform

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++
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      rsodreR
      Thanks @ferdinand, I think that clarifies my issue. I'll what I can do here.
    • rsodreR

      UVW coordinates in ShaderData.Output()

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r23 c++ python
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      ManuelM
      hi, I don't see how we could do it with the Draw Method in a efficient way. Cheers, Manuel
    • rsodreR

      TEXTURE resource parameter

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++ r23
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      rsodreR
      Thanks, seems to be working now, thanks.
    • rsodreR

      BaseContainer and UserData

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++
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      rsodreR
      Thanks, @zipit that's very clarifying.
    • rsodreR

      Viewport supersampling performance

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r23
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      rsodreR
      We found another AA option on Settings, Viewport Hardware, that performs much better than the View Settings Supersampling, probably using a different technique. Thanks.
    • rsodreR

      SceneSaverData document

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r23 c++
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      ferdinandF
      Hi, without further feedback, we will consider this thread as solved by tomorrow and flag it accordingly. Cheers, Ferdinand
    • rsodreR

      R23 usd/tbb version

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r23
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      r_giganteR
      Hi @rsodre, a quick update from Pixar that hopefully shall address your issue From: Ivan Kolev [email protected] Subject: Re: [PixarAnimationStudios/USD] Deadlock loading usd (#1341) Date: 22 March 2021 at 11:53:37 CET We resolved this by switching our plugin to refer to the copy of libtbb.dylib included with C4D's USD module, using install_name_tool -change As our plugin runs on 3 platforms and on 3 hosts (3dsMax/Maya/C4D), our approach to TBB usage is to rely on its full backward compatibility: we compile/link against the oldest version that does the job for us (4.4) and expect that the hosts provide newer versions. In case of C4D we didn't do that because C4D doesn't include TBB in its main application, though some of its external modules do include their own copy of TBB. Similar to the other modules, we included our (old 4.4) copy of TBB. But this was no problem until now, the copies of TBB carried by C4D's modules haven't interfered in any harmful way. And the new USD module in R23 didn't change that. The source of the problem here is probably the fact that our plugin links to our own static copy of USD, which causes USD to be loaded twice, along with two different copies of TBB (and maybe the version mismatch is not important). So, linking against C4D's copy of TBB resolved the TBB deadlock problem, but we have now a new duplicate symbol problem, which I opened a new issue about: #1479 Cheers, R
    • rsodreR

      VideoPost final render buffer

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++ r23
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      r_giganteR
      @rsodre please refrain from discussing NDA-protected topics.
    • rsodreR

      UVW values inconsistency

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r21 s22 c++ python
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      rsodreR
      @r_gigante good to know, thanks!
    • rsodreR

      Custom data+gui access with GetParameter()

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++ r21 r20 r19
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      rsodreR
      @m_magalhaes No hurry, for now there's just one place where I need this, I get it using the BaseContainer. But I will probably use it more often, so if the DOTS example is updated I can replicate the solution to my own type and remove this workaround. Thanks!
    • rsodreR

      Modifier dependencies

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++ r19 r20 r21 s22
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      rsodreR
      Hi @m_magalhaes This was research for a feature I'll start implementing soon, and possible refactor. I'll mark as solved and if there's anything else I need I'll open it again. Thanks.
    • rsodreR

      Save Project As... new project name

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++
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      ManuelM
      hi sorry it wasn't clear enough. yes sure, doing documentInfoData->doc->GetDocumentName() is the same as doc->GetDocumentName() I've updated the documentation with Save Project with Assets to be a bit more clear. Cheers, Manuel
    • rsodreR

      Python Volume access

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r20
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      rsodreR
      @m_adam got it! it's working now. The final code for my float sdf exporter is here.
    • rsodreR

      BaseLink from cloned document

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r19 r20 r21 c++
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      P
      There is no relationship between BaseContainer IDs and plugin IDs. All you need is a unique ID, that you can use as a BaseContainer ID. This forum (the plugin ID page) provides such IDs.
    • rsodreR

      BaseDraw scale

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r19 r20 r21 c++
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      rsodreR
      @r_gigante Thanks, I used an inverse scale matrix wen calculating my gizmo points.
    • rsodreR

      Generator GetDimension() not called

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r21 c++
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      rsodreR
      @r_gigante ok thanks! I managed a workaround by filling my dummy spline with two zero length segments at the claculated bounding box limits.
    • rsodreR

      Catch other object's delete/undo

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK c++ r19 r20 r21
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      rsodreR
      @m_adam , AddEventNotification was exactly what I needed. I created a notification to NOTIFY_EVENT_UNDO, and then add my object to it. Now if I delete anything from my object after a polygon is deleted, it will be restored with Undo. Thanks! case MSG_NOTIFY_EVENT: { CHECK_BREAK( data != nullptr ); const auto eventData = static_cast<NotifyEventData*>( data ); if( eventData->eventid == NOTIFY_EVENT_UNDO ) { NotifyEventMsg* notifyMessage = static_cast<NotifyEventMsg*>( eventData->event_data ); CHECK_BREAK( notifyMessage != nullptr ); if( notifyMessage->msg_id == Int32( UNDOTYPE_DELETE ) ) { eventData->doc->AddUndo( UNDOTYPE_CHANGE, Get() ); } } break; }
    • rsodreR

      Join command result offset

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r20 c++ python
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      rsodreR
      @m_adam Hi Maxime, Thanks for this workaround, indeed puts the polygon on the right place. Best, roger
    • rsodreR

      Hair material Thickness Texture on spline segments

      Watching Ignoring Scheduled Pinned Locked Moved Cinema 4D SDK r20 r19 c++
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      rsodreR
      @m_magalhaes Based on the hair_shader.cpp example, I implemented a workaround with a custom shader on the Texture attribute, using calc_sample to sample per segment. Works fine!