Here you will find documentation on all the descriptions that Cinema 4D currently has. You can list them Alphabetically, by Type or Plugin . The sample Python and C++ code is automatically generated and in some cases may not be 100% correct. If something doesn't work then please refer to the official Cinema 4D SDK documentation for more information.

Element Information

Sample Code

Example code for the id HAIRMATERIAL_BEND_DIRECTION_AXIS in Mhairmaterial

Note that this is not the actual code from the Mhairmaterial file.

This code is just an example to show you how to add a similar control to your own description.

Resource File Code (Mhairmaterial.res)


LONG  HAIRMATERIAL_BEND_DIRECTION_AXIS
{
                        
    CYCLE 
    {         HAIRMATERIAL_BEND_DIRECTION_AXIS_X; 
        HAIRMATERIAL_BEND_DIRECTION_AXIS_Y; 
        HAIRMATERIAL_BEND_DIRECTION_AXIS_Z; 
        HAIRMATERIAL_BEND_DIRECTION_AXIS_NX; 
        HAIRMATERIAL_BEND_DIRECTION_AXIS_NY; 
        HAIRMATERIAL_BEND_DIRECTION_AXIS_NZ; 
        HAIRMATERIAL_BEND_DIRECTION_AXIS_SHADER; 
    }
}
            

Header File Code (Mhairmaterial.h)

#ifndef MHAIRMATERIAL_H__
#define MHAIRMATERIAL_H__
enum
{
  HAIRMATERIAL_BEND_DIRECTION_AXIS = 1000,  //First ID should start at 1000
    HAIRMATERIAL_BEND_DIRECTION_AXIS_X = 1,
    HAIRMATERIAL_BEND_DIRECTION_AXIS_Y = 2,
    HAIRMATERIAL_BEND_DIRECTION_AXIS_Z = 3,
    HAIRMATERIAL_BEND_DIRECTION_AXIS_NX = 4,
    HAIRMATERIAL_BEND_DIRECTION_AXIS_NY = 5,
    HAIRMATERIAL_BEND_DIRECTION_AXIS_NZ = 6,
    HAIRMATERIAL_BEND_DIRECTION_AXIS_SHADER = 7,
};
#endif	// MHAIRMATERIAL_H__

String File Code (Mhairmaterial.str)

// C4D-StringResource
// Identifier	Text
STRINGTABLE
{
  HAIRMATERIAL_BEND_DIRECTION_AXIS    "Axis";
    HAIRMATERIAL_BEND_DIRECTION_AXIS_X    "+X";
    HAIRMATERIAL_BEND_DIRECTION_AXIS_Y    "+Y";
    HAIRMATERIAL_BEND_DIRECTION_AXIS_Z    "+Z";
    HAIRMATERIAL_BEND_DIRECTION_AXIS_NX    "-X";
    HAIRMATERIAL_BEND_DIRECTION_AXIS_NY    "-Y";
    HAIRMATERIAL_BEND_DIRECTION_AXIS_NZ    "-Z";
    HAIRMATERIAL_BEND_DIRECTION_AXIS_SHADER    "Texture";
}