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Hello @wuzelwazel,
Depending on the size and complexity of objects on your scene (namely on the objects that are processed with the script) adding an undo can be quite an expensive operation to execute. There was some recent work done that should affect the undo-stack in a positive way in the following releases.
Let me know if you have any further questions.
Cheers,
Ilia
Hello @wuzelwazel,
without further questions or postings, we will consider this topic as solved by Friday 02/06/2023 and flag it accordingly.
Thank you for your understanding,
Maxime.
Hello @wuzelwazel,
without any further questions or postings, we will consider this thread as solved by Friday the 4th, February 2022.
Thank you for your understanding,
Ferdinand
Hello @wuzelwazel,
without further questions or postings, we will consider this topic as solved by Wednesday and flag it accordingly.
Thank you for your understanding,
Ferdinand
Hello @wuzelwazel,
thank you for reaching out to us. I am sorry if I gave you the impression that this will be fixed with S24. This issue is still on our radar, but it does not have the highest priority. I am also unfortunately not a liberty to give you a time frame when this will be done.
Thank you for your understanding,
Ferdinand
Hi @wuzelwazel,
I think @zipit already did a great job and answers your questions,
Another point that may be important for you is to turn off the interpolation of the SplineObject via splineObject[c4d.SPLINEOBJECT_INTERPOLATION] = c4d.SPLINEOBJECT_INTERPOLATION_NONE.
But except that I don't more to optimize on the C4D side.
Cheers,
Maxime.
@ferdinand Thanks for your example,I do select a op in the OM.Last time I try it ,it did not work ,but this time it works well,I think last time I use S26 preset python text, and Optional is not import probly, anyway It's work well right now . Great thanks for you
Hi @wuzelwazel, thanks a lot for sharing your progresses on the Ptex Shader and for sharing your code.
I've moved the thread to the more appropriate "General Programming & Plugin Discussions" hoping other developers could contribute to the discussion.
Cheers, Riccardo
hello,
thanks @PluginStudent for the answer here
if (obj != nullptr) // If I'm checking for nullptr could I just use if(obj) as in Python?
The correct way is to check against nullptr, that's a c++11 standard.
if (obj) could lead to false positive and bugs.
String is not the same thing as maxon::String. String is the classic API while maxon::String is the Maxon API. You can read more about that in the manual about strings
Error handling is super eady to use, we got every thing to do so, you should definitely use it. Check Our manual about Error Handling
Last but not least you can probably use our Url class to handle file or filename. Give it a look
Cheers,
Manuel
Thank you @m_magalhaes! I needed to open the plugins.sln solution instead of the project file. I feel like I've learned something, but I'm not sure what
hello,
I forgot to ask, where are you running those commands ? on a script, a dialogbox, a nodedata ?
Thanks for your time trying to isolate the problem. Don't hesitate to send us an heavy scene, we can see why the command isn't working.
Cheers,
Manuel
Hello,
Really sorry about this issue.
Would it be possible to send us a scene and some screenshot maybe to reproduce the behaviour ? That would be really appreciate. I will send that to our devs.
You can use our mailbox [email protected]
Thanks and cheers,
Manuel