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 LIGHT_SHADOW_MAPSIZE in Olight

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

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

Resource File Code (Olight.res)


LONG  LIGHT_SHADOW_MAPSIZE
{
ANIM  OFF;                          
    CYCLE 
    {         LIGHT_SHADOW_MAPSIZE_250; 
        LIGHT_SHADOW_MAPSIZE_500; 
        LIGHT_SHADOW_MAPSIZE_750; 
        LIGHT_SHADOW_MAPSIZE_1000; 
        LIGHT_SHADOW_MAPSIZE_1250; 
        LIGHT_SHADOW_MAPSIZE_1500; 
        LIGHT_SHADOW_MAPSIZE_1750; 
        LIGHT_SHADOW_MAPSIZE_2000; 
        LIGHT_SHADOW_MAPSIZE_USER; 
    }
}
            

Header File Code (Olight.h)

#ifndef OLIGHT_H__
#define OLIGHT_H__
enum
{
  LIGHT_SHADOW_MAPSIZE = 1000,  //First ID should start at 1000
    LIGHT_SHADOW_MAPSIZE_250 = 1,
    LIGHT_SHADOW_MAPSIZE_500 = 2,
    LIGHT_SHADOW_MAPSIZE_750 = 3,
    LIGHT_SHADOW_MAPSIZE_1000 = 4,
    LIGHT_SHADOW_MAPSIZE_1250 = 5,
    LIGHT_SHADOW_MAPSIZE_1500 = 6,
    LIGHT_SHADOW_MAPSIZE_1750 = 7,
    LIGHT_SHADOW_MAPSIZE_2000 = 8,
    LIGHT_SHADOW_MAPSIZE_USER = 9,
};
#endif	// OLIGHT_H__

String File Code (Olight.str)

// C4D-StringResource
// Identifier	Text
STRINGTABLE
{
  LIGHT_SHADOW_MAPSIZE    "ShadowMap";
    LIGHT_SHADOW_MAPSIZE_250    "250x250";
    LIGHT_SHADOW_MAPSIZE_500    "500x500";
    LIGHT_SHADOW_MAPSIZE_750    "750x750";
    LIGHT_SHADOW_MAPSIZE_1000    "1000x1000";
    LIGHT_SHADOW_MAPSIZE_1250    "1250x1250";
    LIGHT_SHADOW_MAPSIZE_1500    "1500x1500";
    LIGHT_SHADOW_MAPSIZE_1750    "1750x1750";
    LIGHT_SHADOW_MAPSIZE_2000    "2000x2000";
    LIGHT_SHADOW_MAPSIZE_USER    "Custom";
}