• DrawHudText interferes with Polygon Pen Tool etc

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    i_mazlovI
    Hi @FlavioDiniz, thanks for providing more information on the issue. Regarding your "Issue 2". I see no reason for the background color (and other properties) to not work in your setup, hence I've created a bug report for that (ITEM#587756). Thanks for reporting the issues you face during your development. We are happy to handle your "Issue 1" about "constantly unsaved document" in a separate thread, once you create it yourself. Cheers, Ilia
  • Links on Tag are not animated when in Extrude Object cache

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    E
    Thanks Ferdinand, that was kind of what I expected the awnser to be. I'll use a creative solution that doesnt trigger an unnessesary recreation of the Extrude cache
  • Cache Proxy Tag

    2025 c++ windows
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    J
    @ferdinand Thanks for the detailed response, unfortunately what I'm trying to do doesn't seem viable. John Thomas
  • Maxon API for Python

    python 2025 windows
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    ThomasBT
    @ferdinand Thank you for your detailed explanation, it shed some light on the whole matter for me.
  • Adding an Object to a New Cinema 4D Asset Database

    python macos 2025
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    i_mazlovI
    Hi @d_keith, I would kindly ask you to check our Support Procedures, namely the "How To Ask Questions" paragraph: Singular Question: The initial posting of a support topic must contain a singular question. Do not ask ten things at once, that makes it extremely hard to answer topics. Break up your questions into multiple topics. Here you effectively have 4 different questions about Asset Browser, and these are candidates for 4 different threads on the forum. In your further postings please try to follow the aforementioned rules. Regarding your questions: Should I be able to mount a directory and have it auto-create a DB? Mounting database is effectively executing the AssetDataBasesInterface.SetDatabases. It has nothing to do with creating database neither semantically, nor is this mentioned in the docu. If you need to create repository, please use maxon.AssetInterface.CreateRepositoryFromUrl(), it will scan the directory for being already a database and create proper dir structure if it's not. Any idea why I need to re-try creating the Repo for it to work? If you face any errors in the script, please always attach at least the error message! In this case I assume you receive the following error, when executing the maxon.AssetRepositoryTypes.AssetDatabase() for the first time after Cinema 4D started. Looks like a bug to me, I've created a bug report for that (ITEM#585831). The error message: Traceback (most recent call last): File "console", line 1, in <module> File "C:\Program Files\Maxon Cinema 4D 2025\resource\modules\python\libs\python311\maxon\interface.py", line 5049, in __call__ self._cachedObj.R = _maxon_mapping.GetAssociatedDataType(dt) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Exception: unable to find datatype As a workaround you can just execute the following line first in your main(): maxon.AssetRepositoryTypes.AssetDatabase() ... about multiple DBs ... You're giving your databases unique IDs with the line repo_id = maxon.AssetInterface.MakeUuid(str(url), True). If you need them to be the same, just pick one instead, e.g. repo_id = maxon.Id('net.maxon.sdk.cool.things.repo') ... revealing assets doesn't work... I've created a bug report for that, as it looks like a bug with refreshing in the Asset Browser. As a workaround you can reload databases and reopen the AB before reveling your assets, e.g.: def RepenAssetBrowser(): CID_ASSET_BROWSER = 1054225 # Close the Asset Browser if it's alredy opened if c4d.IsCommandChecked(CID_ASSET_BROWSER): c4d.CallCommand(CID_ASSET_BROWSER) # Open again c4d.CallCommand(CID_ASSET_BROWSER) def main(): # ... # assets = [] # ... # assets.append(asset) # ... maxon.AssetDataBasesInterface.ReloadAssetRepositories(True) RepenAssetBrowser() maxon.AssetManagerInterface.RevealAsset(assets) Cheers, Ilia
  • Enables or disables all Emission in the scene

    python 2025 windows
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    I
    Hi Ferdinand, Thanks a lot for the clear explanation and for taking the time to share the code. The part about accessing BaseVideoPost and using REDSHIFT_RENDERER_EMISSION_ENABLE was spot on. Exactly what I needed. Works perfectly! Really appreciate it. Anthony
  • How to Execute a Modifier plugin in Expression priority

    2024 python
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    chuanzhenC
    @i_mazlov Thanks,it works!
  • Access the Output Folder path from a RS BakeSet

    2025 python windows
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    I
    Hi Ilia, Thanks a lot for the quick and clear reply! That makes sense. I had a feeling it might be a limitation of the current API. I’ll definitely follow up with the Redshift team on their forum to confirm whether there’s any workaround or future support planned for accessing those fields. Appreciate your help and the reference to the related thread! Cheers, Anthony
  • connect material to reference node

    2025 python
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    ferdinandF
    Hey, Node attributes are things that are directly present on a GraphNode. You could also call them fields, because a GraphNode like many things in our API has qualities of a DataDictionay, i.e., you can write values over keys into it, just like for Python's own dict. Such node attributes (for true nodes) are then rendered out quite similarly to port values in the Attribute Manager but they are fundamentally different from ports, as users cannot drive their value with a connection, i.e., the value of a port of another node. And a port also always requires another GraphNode attached to the true node¹ for which they are a port, while the attribute sits directly on the true node. An attribute, e.g., the name of a node, will also never show up in the node representation in the graph. In the screen below I for example right clicked on the RS Reference node and invoked Add Input > All; but things like Name, Color, Show Preview etc. are alle not listed. [image: 1744368637847-174097cf-d777-49d2-b0ea-0057c8474a5e-image.png] That is because they are all attributes and not ports. There is unfortunately no absolute rule like 'everything in Basic is attributes and everything else is ports'. While it holds (for now) true that everything in Basic is an attribute, especially Redshift also puts attributes into other tabs. They usually only appear in more complex scenarios when dealing with port bundles and variadic ports, but they exist. And just for clarity, attributes do not only exist on nodes that are what our API calls 'true nodes'¹, but also on other GraphNode types, e.g., a GraphNode representing a port. It is just that they are usually not rendered out to the GUI there and more of an internal nature (nodes have a lot of internal attributes). Cheers, Ferdinand ¹ GraphNode instances that represent what the end user would consider a 'node', e.g., the RS Reference node, and with that excluding GraphNode instances that for example represent an input port.
  • 0 Votes
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    chuanzhenC
    @i_mazlov Thanks
  • Xpresso python tag issue

    2025 python
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    A
    Ah, super! thank you.
  • BaseDraw.DrawTexture Issue

    2025 python
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    FlavioDinizF
    Fantastic @i_mazlov ! Both issues are solved, thank you so much ! Cheers, Flavio Diniz
  • Reading from the Project Settings

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    D
    Hi @ferdinand, Sorry about missing that post. This exactly solved my problem, thanks. Dam
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    @ferdinand said in SAVEDOCUMENTFLAGS_AUTOSAVE still added to the recent file list?: But please provide instructions on how to use your code when required in the future. oh shit, i'm so sorry. you're right. completly missed this one. ... and of cause thanks for the explaination / clarification.
  • How to draw HDR bitmaps into a dialog?

    2025 c++
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    ferdinandF
    Hey @T1001, I am still not 100% sure how you all mean that. But in short what you are doing is not possible in the public API and also only to some degree in the internal API. First of all, Cinema 4D only supports HDR in the viewport and it must be enabled by the user: [image: 1744104813146-f4036fae-fdc3-44bd-bd44-b876a51f4699-image.png] I.e., viewport effectively means Drawport API. What the docs write there about the only the viewport is only semi true, because you can embed a drawport into a GeDialog (but that functionality is still not even semi-public I think, but we could change that in a future release). I am not quite sure what you mean by 'integrating a custom OpenGL pipeline into a plugin'. When I take this at face value, I would say you cannot do this. The Drawport API is an abstraction around effectively Vulkan and Metal. We do not write OS specific graphics API code anymore. This goes as far as that we have (sort of) our own shading language (MSL). You cannot just draw with OpenGL into a GeDialog, because that dialog will not be drawn with OpenGL and we also do not offer a direct access point to drawing handlers. I assume this all has something to do with implementing some kind of render buffer? I really would recommend then applying for the Maxon Registered Developer program to get access to the Drawport API. Just as a warning ahead, the Drawport API is not totally undocumented but not documented to the same degree as our fully public API. It is an API from graphics API experts for graphics API experts. You seem fairly knowledgeable there, so this might be just your thing, but you have been warned, there will be less hand-holding there. Cheers, Ferdinand
  • How to simulate a drag behavior with UA?

    windows python 2025
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    DunhouD
    @ferdinand said in How to simulate a drag behavior with UA?: All it it does when the users starts to drag, according to Maxime, is inject the asset object into the document, make sure there is no object selected and then enable the place tool (and probably set the mouse cursor) This is my solution in my mind, definitely take a try after work.
  • Docked Dialog Problem with width of CUSTOMGUI_FILENAME

    windows python 2025
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    i_mazlovI
    Hi Sebastian, correct, it hasn't been included into 2025.2.0. The next minor release will likely have it fixed though. Cheers, Ilia
  • find out if generator object? (in case of a Field object)

    python
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    indexofrefractionI
    hi, i came up with this now... def hasGenFlag(op): description = op.GetDescription(c4d.DESCFLAGS_DESC_NONE) bc = description.GetParameter(c4d.ID_BASEOBJECT_GENERATOR_FLAG) return not bc[c4d.DESC_HIDE] if bc else False also its clear that "Generator" is a wide definition which doesn't match the Green Checkmark / Enabled GUI Element. in this sense the topic title is wrong bc i was just searching for a way to distinct objects having this GUI element from others which don't. (i can't change the topic title, i guess)
  • Automating ColorSpace Change for Textures in Redshift

    2025 python windows
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    M
    Hi sorry I fixed my code. Cheers, Maxime.
  • Tree view boolean column bug

    python windows
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    M
    Hi @Gregor-M please make sure that your script is executable before sending it to us. Since in it's current state it does raise Traceback (most recent call last): File "scriptmanager", line 53, in GetDown File "scriptmanager", line 33, in GetChildren AttributeError: 'Entity' object has no attribute 'children'. Did you mean: 'GetChildren'? I added self.children = [] within the __init__ of Entity and it fixed the issue but this indicate that you are working on a different version than us. But even with it I'm not able to reproduce any issue and everything is working as expected. With that's said your else statement within the SetCheck looks very suspicious and I won't be surprised that the behavior you are experiencing is coming from this else statement. Finally note that you can call the function TreeViewCustomGui.SetRoot to define a root. Then the root argument that is available in all functions will be pointing to it. Cheers, Maxime.