I guess a Python script would do it fine, but I don't use Python. I can write you a quick plugin if that's any use? A plugin would give a few more options than a script I think.
Steve
I guess a Python script would do it fine, but I don't use Python. I can write you a quick plugin if that's any use? A plugin would give a few more options than a script I think.
Steve
Hi rui,
Yes, it's a pain in the neck doing macOS development. I almost gave up on it at one point it's such a hassle. But once you figure out all the hoops to jump through, it's not too bad. You might want to take a look at my guide to notarizing a mac plugin on my site at https://microbion.co.uk/html/createplugins_r23_3_notarize.htm. This explains the steps needed; the first step is the Apple developer account, which is what I think the tutorial you read must have been referring to. Unfortunately, unlike an Apple ID, getting a dev account is not free.
Steve
When rebuilding my plugins for R2024, I had to notarize the Mac version again for the new builds. The process worked fine, but I noticed that there was a message from Apple stating that the use of 'altool' to notarize was not going to be supported by the end of 2023.
In fact, they now say "The Apple notary service no longer supports altool from November 1, 2023. You use notarytool instead." See https://developer.apple.com/documentation/security/notarizing_macos_software_before_distribution
So I looked into using 'notarytool' and surprisingly (for Apple and XCode) it's significantly simpler and faster than the previous method. I've written some notes on how to use it for anyone interested, which are on my site at https://microbion.co.uk/html/r2024macosnotarize.htm
Steve
@m_adam Thanks very much for your comments. You asked which parts of the manual page weren't clear. It's more that it's incomplete, in that it doesn't tell you how to get a bundle ID, app password or provider ID. Also, I don't think the statement that adding a timestamp is optional if you enable the hardended runtime is correct - from what I can see, you must provide a timestamp even though you enable the hardended runtime.
The other thing is that invariably at some point the process is going to fail and there's no mention of what to do when it does. It's extremely frustrating when the notarization fails and you have to figure out why. Apart from that, the page is actually very good - just needs a bit more detail (IMO).
Steve
No problem, give me a couple of days to get an initial test version working. Are you on PC or Mac?
Steve
Take a look at the command line arguments passed to the project tool in your screen shot. The project tool is looking in the wrong place.
Steve
Hi Bjorn,
I have a working version of this now which you can download from my site at https://microbion.co.uk/files/rounditr2024.zip
It's PC-only at the moment and requires C4D R2024. Try this and see if it does what you need. There's some basic documentation included which I'll tidy up for the final version.
There doesn't seem to be a DM facility here so we'd better take any further discussion to email. You can get hold of through the contact page on my site (link is in the PDF in the zip file). Do let me know what you think.
Cheers,
Steve
In C++ - I expect it's the same in Python - I would call GeGetPluginPath() to find the absolute path to the plugin, then append the filename to that path. This should work no matter where the user has installed your plugin.
Steve
@kmhfygg I must admit it isn't entirely clear what you are asking for. Since you have developed your plugin already, you are not asking for a licence for C4D itself. And since it's a free plugin, you don't need to licence it to other users.
I'm guessing that you need a plugin ID number, which makes your plugin unique and distinguished from all other plugins. To get that, go to the 'Support' menu at the top of the page, choose 'Plugin IDs' and follow the procedure to receive a new and unique ID number. You need to do that for every plugin you develop and intend to release.
Steve
Hi @ferdinand,
No problem, I got there in the end and it's actually not too tricky once you know how it's supposed to work. I'll have a go now at a material node, there are more examples of those so hopefully it'll be straightforward. I'll be sure to be back if it isn't!
In the meantime I've uploaded a detailed explanation of all the steps needed to build this kind of node to my site at https://www.microbion.co.uk/html/create_nodes_corenode1.htm so if anyone wants to see how it was done, it's all there. Hopefully it's fairly accurate; all I can say is that this is what I did and it worked for me
Thanks again for your help,
Cheers,
Steve
In addition to ACCEPT the LINK gui also has a REFUSE statement. You can use that to exclude your plugin ID.
Steve
I'm creating a new node intended for use in the material node editor. I've made scene nodes before and they all work fine, but I'm having trouble with this one.
The problem is that no matter what menu category I specify in the resource editor, the node always goes into the 'Uncategorized' group. As a result I can only use the node in the node editor's 'Scene' mode, not 'Material' mode as the uncategorized section isn't availalble in material mode. The resource editor looks like this:
So I've selected the Color category and in the .json file for the database it shows this:
So the node should go into the Color group...but it doesn't. What am I doing wrong?
Thanks,
Steve
I think I've solved this one (as so often happens when you write down a question the answer hits you soon after!).
When the node category is changed, if I right-click the node in the Uncategorized group, and select 'Create Node' the node is automatically removed from Uncategorized and put into the Color group. As long as I save the database, from then on it always appears in 'Color'. So that's fine.
One other thing I've discovered, if you change the node icon in the resource editor, to make it change in the node list just double-click the node and the icon will change. Whether that's the 'correct' way to change the icon I don't know, but it works.
Anyway, this one can be marked as closed.
Steve
See the function PluginMessage() and listen for messages such as C4DPL_END or C4DPL_ENDACTIVITY.
Steve
Hi Ferdinand,
No worries, attached is a zip with the compiled test plugin and a scene file. Just open the file, switch to the material in the AM and check the console for output. The plugin's source is in the previous file I uploaded.
Cheers,
Steve
Attached: LayerShaderTest_Scene.zip
Just one small correction - the returned value of 14 when GeData::GetType() is called equates to DA_VOID, not DA_MISSINGPLUG. My mistake, sorry about that. That value makes a bit more sense; still fails though
Steve
Just to note for info, the SDK docs for 2025 have a page for notarizing a Mac plugin. However, it still refers to using 'xcrun altool ...' but as I have just discovered, the use of altool has been discontinued and you must use 'xcrun notarytool ...' instead. The command line is almost the same but slightly different if you don't use a keychain profile but enter your Apple ID, app-specific password, and team ID separately.
Thought I'd mention it so the page can be corrected (in all that wonderful free time I'm sure you have!).
Steve
Unfortunately not (in my case) because my MacBook is too old to run Ventura. This means I can only build macOS plugins for R2024 or earlier, because I can’t run R2025 on my Mac (requires Ventura to run). Therefore, I’ve made the decision not to build my plugins for R2025 on macOS until/unless I can afford to buy a newer Mac. It just isn’t worth it for free plugins. If I had a newer Mac I would almost certainly do as you suggest; I’ve done it before with older macOS versions.