• delete vertex from quad-poly delets the poly

    Moved
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    D
    @ferdinand thanks for your explanation and sorry for the ambiguouty! the second image showed what currently happens, but not what i wanted. so converting a quad to tri is more like reordering the verticies and leaving one out. makes sens. hope i find the time to test it next weekend ... finding the points is already done, but thanks for the hint. most of the time i use a little trick: select all points, shrink selection, grow selection. then points, that were only connectet to two border-verticies will not be reselectet, you can invert the selection and have the points. but border-points of n-gons will be selectet too. for these i do have a script that makes use of the neighbor function. 1.2.2. yes i'm aware of the right-angled quad cases, and luckily they don't matter in my case. but thanks for pointing it out. i find it super cool how alert you are! appreciate it alot.
  • Can't install pygrib module

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    M
    Hi @peteclear, my recommendation would be to install Cinema 4D again on another directory, to be sure you did not forget any reference to Vray. Think about environment variable that may force cinema 4d to load Vray from some other locations. If this does not solve you can run the same command with the python interpreter located in {C4D_INSTALLATION_PATH}\resource\modules\python\libs\python37.win64.framework. Make sure to have Cinema 4D closed when you run it, once done you should be able to start Cinema 4D and use your 3rd party library. Final note, R23 is out of support scope and installing pip packing with the second method I mention is not recommended since this is untested, so some part of the installed modules may not work. Cheers, Maxime.
  • Registration code being run in After Effects

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    i_mazlovI
    Hi Timm, You can familiarize yourself with cineware integrations on our documentation webpage Maxon Cineware User Guides. Specifically for the After Effects integration there's a compact but rather informative description (as well as pointers to a corresponding video footages at Maxon's Youtube channel) on a dedicated webpage Cineware for After Effects: Adobe After Effects includes a free installation of Cinema 4D Lite – a limited but feature rich version of Maxon’s award-winning 3D software package. Cinema 4D Lite can be accessed directly from within After Effects in the File ⇒ New menu, or by clicking Edit Footage on a Cinema 4D layer in your composition. The question about proper licensing behavior of your plugin lies outside of scope of knowledge and highly depends on the goals you're trying to achieve. As I already pointed out, say, the scene with some object defined in the external plugin would require this plugin to be loaded by cineware as well to function the same way as in C4D. Cineware integrations use preferences folder different from the one that is used by Cinema 4D (it uses the same folder name with suffix _w). Hence, all the preferences (including the world container) are not shared between C4D and Cineware. The behavior of some function call can also differ, including GetGeneralLicensingInformation(). However, the system identifier systemId is independent of the APPLICATIONID and will be the same in both cases. Let me know if you have any further questions. Cheers, Ilia
  • Problem with plugin example

    2023 python
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    ferdinandF
    Hey @filipst, please adhere to our rule for a topic being a singular subject/line of questioning. I strongly doubt that Current State to Object (CSTO) and Make Editable (ME) were ever the same for splines; and if so, this was probably a bug. There is a fundamental difference between these two operations. Current State to Object: Collapses the cache of the entity it is being called upon and inserts it into the scene. Make Editable: Replaces an object with its (direct and uncollapsed) cache. Aside from the obvious difference that CTSO produces a new object and ME replaces its input, there is a fundamental difference in getting the cache of something (ME) or getting the collapsed cache of something (CSTO). Caches tend to be hierarchical structures in Cinema 4D and can become very complex. A simple example would be to collapse a spline with a bend deformer attached to it. Input: [image: 1693570672626-735753e6-3276-4ae8-b19a-369d5e9aaf01-image.png] Make Editable output (with deformer disabled for clarity): [image: 1693571275301-c20a09cd-83a4-47c4-bd4c-7dd774733144-image.png] CSTO output: [image: 1693571349405-787e44c3-bb86-4efd-9633-94271266326d-image.png] I went over the topic of caches and our geometry model here. For this hierarchy, [image: 1693571575544-5bb9fe31-178b-4967-821f-ebfccb153e47-image.png] the Circle object will have a cache tree as follows: + 1: Circle (BaseObject Generator) + 2: Cache of 1: Circle (SplineObject Generator) + 3: Cache of 2: Circle (LineObject) + 4: Deform Cache of 3: Circle (LineObject) The Circle object is a BaseObject generator which has a SplineObject as its cache which itself is a generator and has a LineObject as its cache (i.e., the discrete representation of the spline for its current interpolation settings). The bend deformer deforms this terminal node in the cache chain, the LineObject, and not the SplineObject. CSTO collapses the whole cache of an object, i.e., exhausts it. In this case this means returning 4, which includes deformation and the Bezier spline converted to its linear spline representation. CSTO can also mean joining objects in a cache, which is not represented by this simple example. ME on the other hand returns 2, i.e., whatever is the direct cache of the entity it has been invoked on. We do not collapse the cache of the cache and therefore neither include the LineObject cache nor its deform cache (they are of course still implicitly generated as the cache for the SplineObject we return because ME replaces its input object). Cheers, Ferdinand
  • Tag plugin general issues (crash, threading, message)

    r23 2023 python windows
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    ThomasBT
    @ferdinand Thank you Ferdinand for your leniency regarding the three questions.. Will take note of that in the future. =====BaseTime===== Which just surprises me about the BaseTime problem is, that it worked in the Python tag. I didn't get an error message and the prototype worked very well. So I also tried instead of BaseTime int type value in the plugin, but it crashed. It confused me a bit. So I try your suggestion. # In the python tag it worked with int # starf_frame was an int frame = doc.GetTime().GetFrame(doc.GetFps()) - op[c4d.ID_USERDATA,start_frame] ====PoseMorph Symbol==== Regarding the posmorph ID, I should have figured that out myself Thanks for your quick respond Tom
  • Very Slow - AddUndo() Before Removing Object From the Document

    python 2023
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    i_mazlovI
    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
  • Calculate Rigid Transform Matrix to match two identical objects

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    HerzogVonWieselH
    @ferdinand you are amazing! Thank you so much for your help, this is it. Now only remains the last step until my script to automatically recognize and replace duplicate objects with instances is complete: The UI. But that should be a quick one. Thank you so much for your help again Ferdinand, you are a saint. Have a superb week and best wishes from Potsdam! Jerome
  • Breaking Tags Out Of A Shared Folder

    r21 sdk c++
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    J
    Thanks for the response, that's what I was afraid of. John Terenece
  • BFM_DRAGRECEIVE

    sdk c++
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    WickedPW
    Thanks @m_adam, I had to jump through a bunch of hoops with this one, because I put the queue process into a progress dialog so that for large file arrays there's an indicator of progress. Otherwise it just appears to hang and the user won't know why. But this made it tricky when the timer is also used because of the different thread contexts involved with the timer, the progress dialog and everything else on the main thread. But with a bit of care, it seems to work. Thanks again, WP.
  • Automatic UV Rectangularize / MDATA_UVRECTANGULARIZE

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    Hi sadly the only way is to use c4d.CallCommand(1055347) which does not open the window but directly execute the command. You can change the setting as you could in the windows, by editing the value in the BaseContainer of the document. Finally it act on the selected polygon, so the best way would be to select them. Find bellow a script that you can execute in the script manager that will select all polygon of an object and run the command. from typing import Optional import c4d doc: c4d.documents.BaseDocument # The active document op: Optional[c4d.BaseObject] # The active object, None if unselected def main() -> None: # Enables UV Polygon Mode if not already in any UV mode (needed for GetActiveUVSet to works) if doc.GetMode() not in [c4d.Muvpoints, c4d.Muvpolygons]: doc.SetMode(c4d.Muvpolygons) # Retrieves active UVSet, The UV windows need to be opened at least one time handle = c4d.modules.bodypaint.GetActiveUVSet(doc, c4d.GETACTIVEUVSET_ALL) if handle is None: # If fail it may be because the Texture view is not open # Open A texture View c4d.CallCommand(170103) # In S22 you need to update the UV Mesh if c4d.API_VERSION >= 22000: c4d.modules.bodypaint.UpdateMeshUV(False) # Retrieves active UVSet, The UV windows need to be opened at least one time handle = c4d.modules.bodypaint.GetActiveUVSet(doc, c4d.GETACTIVEUVSET_ALL) if handle is None: raise RuntimeError("There is no Active UVSet") # Select the polygon you want to operate on currentSel = op.GetPolygonS() previousSel = currentSel.GetClone() # Will be used to restore the initial selection state at the end currentSel.SelectAll(op.GetPolygonCount() - 1 ) # Update the UV mesh to properly take into account the new selection c4d.modules.bodypaint.UpdateMeshUV(True) # Define the settings settings = doc.GetSettingsInstance(c4d.DOCUMENTSETTINGS_MODELING) settings[c4d.MDATA_UVRECTANGULARIZE_ALIGN] = True settings[c4d.MDATA_UVRECTANGULARIZE_EQUIDISTANT] = False # Execute the command c4d.CallCommand(1055347) # Restore the initial selection previousSel.CopyTo(currentSel) c4d.modules.bodypaint.UpdateMeshUV(True) c4d.EventAdd() if __name__ == '__main__': main() Cheers, Maxime.
  • How to run a videoPost plug-in when user changes the scene?

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    i_mazlovI
    Hi @maxiokid , Please excuse the long answer delay. There're a lot of changes between R22 and 2023.2.2, so I'm not surprised the behavior has changed. The way you adapt your plugin to the new SDK depends on what you're trying to achieve. Please provide a more detailed description of the the effects you need to use inside the execute function. Usually a minimally functional code snippet that highlights the issue is a very self-explanatory way to do that. Cheers, Ilia
  • Getting rid of the burger icon in a dialog

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    fwilleke80F
    Woot, it works!
  • UVCOMMAND_RELAX does not use the RELAXUV_EDGESEL_POINTER

    s26 python windows
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    @ferdinand Thank you for the hint and the superfast response! I was not aware that these symbols dissolve into these numbers, which of course makes it much easier to work with them now. I was able to solve it with CallUVCommand: settings = c4d.BaseContainer() settings[c4d.RELAXUV_KEEP_BORDER] = False settings[c4d.RELAXUV_KEEP_NEIGHBORS] = False settings[c4d.RELAXUV_KEEP_POINTSEL] = False settings[c4d.RELAXUV_CUT_EDGESEL] = True settings[c4d.RELAXUV_EDGESEL_POINTER] = edge_sellection settings[c4d.RELAXUV_MAX_ITERATIONS] = 1 settings[c4d.RELAXUV_MODE] = c4d.RELAXUV_MODE_ABF ret = c4d.modules.bodypaint.CallUVCommand(handle.GetPoints(), handle.GetPointCount(), handle.GetPolys(), handle.GetPolyCount(), uvw, handle.GetPolySel(), handle.GetUVPointSel(), obj, handle.GetMode(), c4d.UVCOMMAND_RELAX, settings)
  • Send message from Modal dialog to Async (main) dialog

    python sdk
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    ferdinandF
    Hello @HerzogVonWiesel, Thank you for reaching out to us. Using the message system could be possible here but seems a bit overkill. Since you own both implementations, it would be best if you simply tie together the dialog instances you want to exchange information between. E.g.: import c4d class ConnectedDialog(c4d.gui.GeDialog): """Realizes a dialog type which has a binding to another dialog instance. Note that all methods in this example are not part of the GeDialog interface scheme, i.e., "custom" methods. """ def __init__(self) -> None: """ """ # The list of dialogs this dialog instance does exchange information with. self._connectedDialogs: list[ConnectedDialog] = [] super().__init__() def Bind(self, other: "ConnectedDialog", twoWay: bool = True) -> None: """Binds the dialog #other to #self and makes the connection optionally two-way. Also ensures that bindings are unique, i.e, two dialogs cannot be bound more than once in one direction. """ if not isinstance(other, ConnectedDialog): raise TypeError(f"{other = }") if other not in self._connectedDialogs: self._connectedDialogs.append(other) if twoWay and self not in other._connectedDialogs: other._connectedDialogs.append(self) def SpecialMessage(self, sender: "ConnectedDialog", *args) -> None: """Receives message stream from all connected dialogs. """ print (args) def Action(self, value: any, condition: any) -> None: """Exemplifies a method which informs all other dialog instances about an event. """ if condition: for dlg in self._connectedDialogs: dlg.SpecialMessage(self, value, condition) if __name__ == "__main__": # Instantiate five dialogs and creating bindings between all of them. dialogCollection: tuple[ConnectedDialog] = (ConnectedDialog() for _ in range(5)) for a in dialogCollection: for b in dialogCollection: a.Bind(b) You could do three million and one thing differently here; this is just an example to illustrate a pattern. The crucial information might be here for you (since we just talked about threading and dialogs before) that: The methods both of modal and async dialogs run on the main thread. Async in an async dialog are only the drawing routines which you do not have access to, even when you implement a dialog with a custom GeUserArea. That area only enqueues drawing instructions into a buffer and does not do the actual drawing. So, there is no danger of access violations, which Python of course does not know in the first place due to its GIL. When tying dialogs together is not possible then you can use the message system of Cinema 4D. But tying objects together is always possible in Python even when the objects live in two modules which do not have access to each other. You can either use sockets (a bit overkill) or be lazy and just setup shop in a commonly accessible object, e.g., the sys module. When you go for messages, I would recommend having a look at the Message Manual first as I gave there a rough overview. In short: GeDialog.Message is for UI messages and just like its NodeData.Message counter part instance specific. It is not meant to establish a binding between two dialog instances but to let Cinema 4D or elements in a UI tree communicate with the dialog ("button to dialog: I have been pressed"). What you can do, is set off a core event with c4d.SpecialEventAddd to then catch that core message in all other dialogs using GeDialog.CoreMessage. Note that the Python API does filter message streams, and unlike in C++, you cannot just "invent" a new message type, except for using c4d.SpecialEventAdd. But there you are limited to sending three integers in Python (in C++ the p1 and p2 arguments are meant to be pointers to arbitrary data). Cheers, Ferdinand PS: Yeah using the CPython API you can cast/wrap things (in order to use p1 and p2 actually in the manner they are intended to) but be aware that any C magic is not officially supported by us.
  • Sampling a point in space from a userdata Field List

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    ferdinandF
    Hey @jenandesign, you can edit your postings, just click on the three dots button below a posting of yours. You will not be able to move a post like I can, but except for that have the same options as I do: [image: 1692289705372-46c3d9dd-ed4c-4fe4-a683-684eb5553f80-image-resized.png] Cheers, Ferdinand
  • How to obtain the path of a selected Asset in Asset Browser

    python 2023
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    E
    @ferdinand Thank you very much for your help, your code has been extremely useful to me. Cheers!
  • ShowBitmap() and image name

    sdk c++
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    ferdinandF
    Hey @WickedP, Thank you for pointing it out. There was a problem with how the CSS of the plugin providing the solved feature, the forum CSS, and our styling CSS did mesh in the light skin. I fixed it by putting even more CSS on top of things - because who doesn't love a solid mess in the CSS PS: I am aware that the search feature could also still use some work under the dark skin. It is just not the highest priority when things are ugly but readable. Cheers, Ferdinand
  • 0 Votes
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    fwilleke80F
    @jana sorry, I forgot to flag it myself. All solved, thank you
  • Python plugin encryption

    python 2023 sdk
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    F
    Thank you very much!
  • How to Dynamically Change the Size of Dialog Window

    2023 python
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    HerzogVonWieselH
    Thank you again @ferdinand ! Sad that resizing windows is not a possibility. Would've been nice to have the options pop up once you toggle the extra options on! Now I've implemented them as a modal dialogue so you can choose them and close it again. Thank you for your help!