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    2. ferdinand
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    ferdinand

    @ferdinand

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    Best posts made by ferdinand

    • How to implement an image control that can receive and generate image data drag events

      Dear community,

      We recently got a non-public support request about handling drag and drop events for a custom image control in a dialog. And while we have shown this, drag event handling, multiple times before, I thought it does not hurt to answer this publicly, as this very case - an image control - is quite common, and it does not hurt having a bit more verbose public example for it.

      edit: I have updated this topic with new code and a new video, to also handle outgoing asset drag events, and talk a bit about the pros and cons of different approaches, and what you could do when not implementing a code example as I did here, and therefore have a bit more leverage room when it comes to complexity.

      In general, doing all this is possible. It is just that not everything is a ready-made solution for you, where you just call a function. At some point you have to "swim" here yourself, as we cannot write your code for you, but I hope the example helps shedding some light on the probably uncessarily complicated drag handling in Cinema 4D.

      Cheers,
      Ferdinand

      Result

      Code

      """Provides an example for implementing a custom control that can generate and receive drag events.
      
      The example implements a dialog which holds multiple "cards" (BitmapCard) that display an image
      and can receive drag events. The user can drag images from the file system into these cards (file
      paths) or drag texture assets from the Asset Browser into these cards. The cards can also generate
      drag events themselves, e.g., when the user drags from a card, it will generate a drag event. 
      Showcased (selectable via the combo box in the menu of the dialog) are three drag types:
      
      1. File paths: Dragging a card will generate an image file path drag event, which for example could 
         be dragged into a file path field of a shader, onto an object in the viewport, or onto other 
         BitmapCard controls. The advantage of this approach is that we do not have to create
         materials or assets, but can just use the file path directly.
      
      2. Materials: Dragging a card will generate an atom drag event, here populated with a Redshift
         material that has the texture of the card as an input. This material can then be dragged onto
         anything that accepts materials, like objects in the viewport. The disadvantage of this
         approach is that we have to create a material, and that we have to exactly define how the 
         material is constructed.
      
      3. Assets: Dragging a card will generate an asset drag event, here populated with a texture asset
         that has the texture of the card as an input. This asset can then be dragged onto anything that
         texture accepts assets, such as an object in the viewport. The disadvantage of this
         approach is that we have to create an asset.
      
         - The example also showcases a variation oof this approach, where we exploit a bit how the
           texture asset drag handling works, to avoid having to create an asset.
      
      
      Overview:
      
      - BitmapCard: A user area control that can receive drag events and generate drag events itself. Here
                    you will find almost all the relevant code for drag and drop handling
      - BitmapStackDialog: A dialog that holds multiple BitmapCard controls and allows the user to select
                      the drag type via a combo box. This dialog is the main entry point of the example
                      but does not contain much relevant code itself.
      """
      __author__ = "Ferdinand Hoppe"
      __copyright__ = "Copyright 2025 Maxon Computer GmbH"
      
      import os
      import re
      
      import c4d
      import maxon
      import mxutils
      
      # The file types that are supported to be dragged into a BitmapCard control.
      DRAG_IN_FILE_TYPES: list[str] = [".png", ".jpg", ".jpeg", ".tif"]
      
      # A regex to check of a string (which is meant to be a path/url) already as a scheme (like file:///
      # or http:///). The protocol we are mostly checking for is "asset:///", but we keep this regex generic
      # to allow for other schemes as well.
      RE_URL_HAS_SCHEME = re.compile("^[a-zA-Z][a-zA-Z\d+\-.]*:\/\/\/")
      
      # A non-public core message which need when we want to properly generate asset drag events.
      COREMSG_SETCOMMANDEDITMODE: int = 300001000
      
      
      class BitmapCard(c4d.gui.GeUserArea):
          """Implements a control that can receive bitmap path drag events and generates drag events itself.
          """
      
          def __init__(self, host: "BitmapStackDialog") -> None:
              """Constructs a new BitmapCard object.
              """
              # The host dialog that holds this card. This is used to access the drag type selected in the
              # combo box of the dialog.
              self._host: BitmapStackDialog = host
      
              # The image file path and the bitmap that is displayed in this card.
              self._path: str | None = ""
              self._bitmap: c4d.bitmaps.BaseBitmap | None = None
      
          def GetMinSize(self) -> tuple[int, int]:
              """Called by Cinema 4d to evaluate the minimum size of the user area.
              """
              return 250, 100
      
          def DrawMsg(self, x1, y1, x2, y2, msg_ref):
              """Called by Cinema 4D to let the user area draw itself.
              """
              self.OffScreenOn()
              self.SetClippingRegion(x1, y1, x2, y2)
      
              # Draw the background and then the bitmap if it exists. In the real world, we would have to
              # either adapt #GetMinSize to the size of the bitmap, or draw the bitmap in a way that it
              # fits into the user area, e.g., by scaling it down. Here we just draw it at a fixed size.
              self.DrawSetPen(c4d.gui.GetGuiWorldColor(c4d.COLOR_BGGADGET))
              self.DrawRectangle(x1, y1, x2, y2)
              if self._bitmap:
                  w, h = self._bitmap.GetSize()
                  self.DrawBitmap(self._bitmap, 5, 5, 240, 90, 0,
                                  0, w, h, c4d.BMP_NORMALSCALED)
      
          def Message(self, msg: c4d.BaseContainer, result: c4d.BaseContainer) -> int:
              """Called by Cinema 4D to handle messages sent to the user area.
      
              Here we implement receiving drag events when the user drags something onto this user area.
              """
              # A drag event is coming in.
              if msg.GetId() == c4d.BFM_DRAGRECEIVE:
                  # Get out when the drag event has been discarded.
                  if msg.GetInt32(c4d.BFM_DRAG_LOST) or msg.GetInt32(c4d.BFM_DRAG_ESC):
                      return self.SetDragDestination(c4d.MOUSE_FORBIDDEN)
      
                  # Get out when this is not a drag type we support (we just support images). Note that we
                  # cannot make up drag types ourselves, so when we want to send/receive complex data, we
                  # must use the DRAGTYPE_ATOMARRAY type and pack our data into a BaseContainer attached
                  # to the nodes we drag/send.
                  data: dict = self.GetDragObject(msg)
                  dragType: int = data.get("type", 0)
                  if dragType not in [c4d.DRAGTYPE_FILENAME_IMAGE, maxon.DRAGTYPE_ASSET]:
                      return self.SetDragDestination(c4d.MOUSE_FORBIDDEN)
      
                  # Here we could optionally check the drag event hitting some target area.
                  # yPos: float = self.GetDragPosition(msg).get('y', 0.0)
                  # if not 0 < yPos < 50 or not self.CheckDropArea(msg, True, True):
                  #     return self.SetDragDestination(c4d.MOUSE_FORBIDDEN)
      
                  # After this point, we are dealing with a valid drag event.
      
                  # The drag is still going on, we just set the mouse cursor to indicate that we are
                  # ready to receive the drag event.
                  if msg.GetInt32(c4d.BFM_DRAG_FINISHED) == 0:
                      return self.SetDragDestination(c4d.MOUSE_MOVE)
                  # The drag event is finished, we can now process the data.
                  else:
                      # Unpack a file being dragged directly.
                      path: str | None = None
                      if dragType == c4d.DRAGTYPE_FILENAME_IMAGE:
                          path = data.get("object", None)
                      # Unpack an asset being dragged.
                      elif dragType == maxon.DRAGTYPE_ASSET:
                          array: maxon.DragAndDropDataAssetArray = data.get(
                              "object", None)
                          descriptions: tuple[tuple[maxon.AssetDescription, maxon.Url, maxon.String]] = (
                              array.GetAssetDescriptions())
                          if not descriptions:
                              # Invalid asset but we are not in an error state.
                              return True
      
                          # Check that we are dealing with an image asset.
                          asset: maxon.AssetDescription = descriptions[0][0]
                          metadata: maxon.BaseContainer = asset.GetMetaData()
                          subType: maxon.Id = metadata.Get(
                              maxon.ASSETMETADATA.SubType, maxon.Id())
                          if (subType != maxon.ASSETMETADATA.SubType_ENUM_MediaImage):
                              # Invalid asset but we are not in an error state.
                              return True
      
                          path = str(maxon.AssetInterface.GetAssetUrl(asset, True))
      
                      if not isinstance(path, str):
                          return False  # Critical failure.
      
                      if (dragType == c4d.DRAGTYPE_FILENAME_IMAGE and
                          (not os.path.exists(path) or
                           os.path.splitext(path)[1].lower() not in DRAG_IN_FILE_TYPES)):
                          # Invalid file type but we are not in an error state.
                          return True
      
                      self._path = path
                      self._bitmap = c4d.bitmaps.BaseBitmap()
                      if self._bitmap.InitWith(path)[0] != c4d.IMAGERESULT_OK:
                          return False  # Critical failure.
      
                      self.Redraw()  # Redraw the user area to show the new bitmap.
      
                      return True
      
              # Process other messages, doing this is very important, as we otherwise break the
              # message chain.
              return c4d.gui.GeUserArea.Message(self, msg, result)
      
          def InputEvent(self, msg: c4d.BaseContainer) -> bool:
              """Called by Cinema 4D when the user area receives input events.
      
              Here we implement creating drag events when the user drags from this user area. The type of
              drag event which is initiated is determined by the drag type selected in the combo box
              of the dialog.
              """
              # When this is not a left mouse button event on this user area, we just get out without
              # consuming the event (by returning False).
              if (msg.GetInt32(c4d.BFM_INPUT_DEVICE) != c4d.BFM_INPUT_MOUSE or
                      msg.GetInt32(c4d.BFM_INPUT_CHANNEL) != c4d.BFM_INPUT_MOUSELEFT):
                  return False
      
              # Get the type of drag event that should be generated, and handle it.
              dragType: int = self._host.GetInt32(self._host.ID_DRAG_TYPE)
              return self.HandleDragEvent(msg, dragType)
          
          # --- Custom drag handling methods -------------------------------------------------------------
      
          # I have split up thing into three methods for readability, this all could also be done directly
          # in the InputEvent method.
      
          def HandleDragEvent(self, event: c4d.BaseContainer, dragType: int) -> bool:
              """Handles starting a drag event by generating the drag data and sending it to the system.
      
              This is called when the user starts dragging from this user area.
              """
              # This requires us to modify the document, so we must be on the main thread (technically
              # not true when the type is DRAGTYPE_FILENAME_IMAGE, but that would be for you to optimize).
              if not c4d.threading.GeIsMainThread():
                  raise False
      
              # Generate our drag data, either a file path, a material, or an asset.
              doc: c4d.documents.BaseDocument = c4d.documents.GetActiveDocument()
              data: object = self.GenerateDragData(doc, dragType)
      
              # Now we set off the drag event. When we are dragging assets, we have to sandwich the event
              # in these core message calls, as otherwise the palette edit mode toggling will not work
              # correctly.
              if dragType == maxon.DRAGTYPE_ASSET:
                  bc: c4d.BaseContainer = c4d.BaseContainer(
                      COREMSG_SETCOMMANDEDITMODE)
                  bc.SetInt32(1, True)
                  c4d.SendCoreMessage(c4d.COREMSG_CINEMA, bc, 0)
      
              # When #HandleMouseDrag returns #False, this means that the user has cancelled the drag
              # event, one case could be that the user actually did not intend to drag, but just
              # clicked on the user area.
              #
              # In this case we remove the drag data we generated, as it is not needed anymore. Note that
              # this will NOT catch the case that the drag event is cancelled by the recipient, e.g., the
              # user drags a material onto something that does not accept materials.
              if not self.HandleMouseDrag(event, dragType, data, 0):
                  self.RemoveDragData(doc, data)
                  return True
      
              # Other half of the sandwich, we toggle the palette edit mode back to normal.
              if dragType == maxon.DRAGTYPE_ASSET:
                  bc: c4d.BaseContainer = c4d.BaseContainer(
                      COREMSG_SETCOMMANDEDITMODE)
                  bc.SetInt32(1, False)
                  c4d.SendCoreMessage(c4d.COREMSG_CINEMA, bc, 0)
      
              return True
      
          def GenerateDragData(self, doc: c4d.documents.BaseDocument, dragType
                               ) -> str | c4d.BaseMaterial | maxon.DragAndDropDataAssetArray:
              """Generates the drag data for the given drag type.
      
              Each tile just encapsulates a file path, but we realize dragging them as file paths,
              materials, or assets. So, when the type is material or asset, the drag data must be
              generated from the file path. Which is why we have this method here.
              """
              if not c4d.threading.GeIsMainThread():
                  raise RuntimeError(
                      "GenerateDragData must be called from the main thread.")
      
              # The user has selected "File" as the drag type, we just return the file path.
              if dragType == c4d.DRAGTYPE_FILENAME_IMAGE:
                  return self._path
              # The user has selected "Material" as the drag type, we create a Redshift material with the
              # texture as input and return that material.
              elif dragType == c4d.DRAGTYPE_ATOMARRAY:
                  material: c4d.BaseMaterial = mxutils.CheckType(
                      c4d.BaseMaterial(c4d.Mmaterial))
      
                  # Create a simple graph using that texture, and insert the material into the
                  # active document.
                  maxon.GraphDescription.ApplyDescription(
                      maxon.GraphDescription.GetGraph(
                          material, maxon.NodeSpaceIdentifiers.RedshiftMaterial),
                      {
                          "$type": "Output",
                          "Surface": {
                              "$type": "Standard Material",
                              "Base/Color": {
                                  "$type": "Texture",
                                  # Set the texture. When our source is a file we will just have a plain
                                  # path, e.g. "C:/path/to/file.png" and we have to prefix with a scheme
                                  # (file) to make it a valid URL. When we are dealing with an asset, the
                                  # texture path will already be a valid URL in the "asset:///" scheme.
                                  "Image/Filename/Path": (maxon.Url(f"{self._path}")
                                                          if RE_URL_HAS_SCHEME.match(self._path) else
                                                          maxon.Url(f"file:///{self._path}"))
                              }
                          }
                      })
                  doc.InsertMaterial(material)
                  return [material]
              # The user has selected "Asset" as the drag type, we create a texture asset and return that.
              elif dragType == maxon.DRAGTYPE_ASSET:
                  # So we have to cases here, either that we want truly want to generate an asset drag
                  # event or that we just want to piggy-back onto the texture asset drag and drop
                  # mechanism of Cinema 4D, which is what we do here.
      
                  # Code for truly generating an asset drag event, where we would store the asset in the
                  # scene repository.
                  generateAssets: bool = False
                  if generateAssets:
                      # Get the scene repository and create an asset storage structure for the asset.
                      repo: maxon.AssetRepository = doc.GetSceneRepository(True)
                      store: maxon.StoreAssetStruct = maxon.StoreAssetStruct(
                          maxon.Id(), repo, repo)
      
                      # Now save the texture asset to the repository.
                      url: maxon.Url = maxon.Url(self._path)
                      name: str = url.GetName()
                      asset, _ = maxon.AssetCreationInterface.SaveTextureAsset(
                          url, name, store, (), True)
      
                      # Create a drag array for that asset. It is important that we use the URL of the
                      # asset (maxon.AssetInterface.GetAssetUrl) and not #url or asset.GetUrl(), as both
                      # are physical file paths, and will then cause the drag and drop handling to use
                      # these physical files, including the popup asking for wether the file should be
                      # copied. We will exploit exactly this behavior in the second case.
                      dragArray: maxon.DragAndDropDataAssetArray = maxon.DragAndDropDataAssetArray()
                      dragArray.SetLookupRepository(repo)
                      dragArray.SetAssetDescriptions((
                          (asset, maxon.AssetInterface.GetAssetUrl(asset, True), maxon.String(name)),
                      ))
      
                      return dragArray
                  # With this case we can piggy-back onto the existing drag and drop texture asset
                  # handling of Cinema 4D, without actually having to create an asset. THIS IS A
                  # WORKAROUND, we could decide at any moment to change how the drag and drop
                  # handling of assets works, possibly rendering this approach obsolete.
                  else:
                      # The slight disadvantage of this approach (besides it being a hack and us possibly
                      # removing it at some point) is that we have to pay the download cost of
                      # #self._host._dummyAssetId once. I.e., the user has to download that texture once
                      # either by using it in the Asset Browser or by running this code. Once the asset has
                      # been cached, this will not happen again.
                      #
                      # But since we search below in a 'whoever comes first' manner, what is the first
                      # texture asset could change, and this could then be an asset which has not been
                      # downloaded yet. So, in a more robust world we would pick a fixed asset below. But
                      # this comes then with the burden of maintenance, as we could remove one of the
                      # builtin texture assets at any time. So, the super advanced solution would be to
                      # ship the plugin with its own asset database, and mount and use that. Here we could
                      # use a hard-coded asset ID, and would have to have never pay download costs, as
                      # the repository would be local.
      
                      # Find the asset by its Id, which we have stored in the dialog.
                      repo: maxon.AssetRepositoryInterface = maxon.AssetInterface.GetUserPrefsRepository()
                      dummy: maxon.AssetDescription = repo.FindLatestAsset(
                          maxon.AssetTypes.File().GetId(), self._host._dummyAssetId, maxon.Id(),
                          maxon.ASSET_FIND_MODE.LATEST)
      
                      # Setup the drag array with the asset. Note that #asset must be a valid texture
                      # asset, so just passing maxon.AssetDescription() will not work. But the backend
                      # for drag and drop handling will actually ignore the asset except for type checking
                      # it, and use the URL we provided instead.
                      dragArray: maxon.DragAndDropDataAssetArray = maxon.DragAndDropDataAssetArray()
                      dragArray.SetLookupRepository(repo)
                      dragArray.SetAssetDescriptions((
                          (dummy, maxon.Url(self._path), maxon.String(os.path.basename(self._path))),
                      ))
                  return dragArray
              else:
                  raise ValueError(f"Unsupported drag type: {dragType}")
      
          def RemoveDragData(self, doc: c4d.documents.BaseDocument,
                             data: str | list[c4d.BaseMaterial] | maxon.DragAndDropDataAssetArray) -> bool:
              """Removes generated content when the user cancels a drag event.
      
              Sometimes the user starts a drag event, but then cancels it, e.g., by pressing the
              escape key. In this case, we have to remove the generated content, e.g., the material or
              asset that we created for the drag event.
              """
              if not c4d.threading.GeIsMainThread():
                  return False
      
              if isinstance(data, list):
                  # Remove the dragged materials from the document. Since we are always generating a new
                  # material, we can just remove them. That is in general probably not the best design,
                  # and a real world application should avoid duplicating materials.
                  for item in data:
                      if isinstance(item, c4d.BaseList2D):
                          item.Remove()
              elif isinstance(data, str):
                  # Here we could technically remove a file.
                  pass
              elif isinstance(data, maxon.DragAndDropDataAssetArray):
                  # We could remove the asset, but other than for the material, there is no guarantee
                  # that we are the only user of it, as the Asset API has a duplicate preventing
                  # mechanism. So, the #SaveTextureAsset call above could have returned an already
                  # existing asset. Since we could operate with a document bound repository, we could
                  # search the whole document for asset references and only when we find none, remove
                  # the asset.
                  #
                  # We use here the little hack that we actually do not create an asset, to just to piggy-
                  # back onto the material drag and drop mechanism of assets, so we can just ignore
                  # this case.
                  pass
      
              return True
      
      
      class BitmapStackDialog(c4d.gui.GeDialog):
          """Implements a a simple dialog that stacks multiple BitmapCard controls.
          """
          ID_DRAG_TYPE: int = 1002
      
          def __init__(self):
              """Constructs a new ExampleDialog object.
              """
              # The user area controls that will generate and receive drag events.
              self._cards: list[BitmapCard] = [
                  BitmapCard(host=self) for _ in range(4)]
      
              # The id for the dummy asset that used to generate 'fake' texture asset drag events. We
              # search for it here once, so that we do not have to do it in the __init__ of each
              # BitmapCard, or even worse, in the HandleDragEvent of each BitmapCard.
      
              # We could technically also store here the AssetDescription instead of the Id, but that
              # reference can go stale, so we just store the Id and then grab with it the asset when we
              # need it. Which is much faster than searching asset broadly as we do here. In the end, we
              # could probably also do all this in the drag handling of the BitmapCard, but a little bit
              # of optimization does not hurt.
              self._dummyAssetId: maxon.Id | None = None
              if not maxon.AssetDataBasesInterface.WaitForDatabaseLoading():
                  raise RuntimeError("Could not initialize the asset databases.")
      
              def findTexture(asset: maxon.AssetDescription) -> bool:
                  """Finds the first texture asset in the user preferences repository.
                  """
                  # When this is not a texture asset, we just continue searching.
                  meta: maxon.AssetMetaData = asset.GetMetaData()
                  if (meta.Get(maxon.ASSETMETADATA.SubType, maxon.Id()) !=
                          maxon.ASSETMETADATA.SubType_ENUM_MediaImage):
                      return True
      
                  # When it is a texture asset, we store it as the dummy asset and stop searching.
                  self._dummyAssetId = asset.GetId()
                  return False
      
              # Search for our dummy asset in the user preferences repository.
              repo: maxon.AssetRepositoryInterface = maxon.AssetInterface.GetUserPrefsRepository()
              repo.FindAssets(maxon.AssetTypes.File().GetId(), maxon.Id(), maxon.Id(),
                              maxon.ASSET_FIND_MODE.LATEST, findTexture)
      
          def CreateLayout(self):
              """Called by Cinema 4D to populate the dialog with controls.
              """
              self.SetTitle("Drag and Drop Example")
              self.GroupSpace(5, 5)
              self.GroupBorderSpace(5, 5, 5, 5)
      
              # Build the combo box in the menu bar of the dialog.
              self.GroupBeginInMenuLine()
              self.GroupBegin(1000, c4d.BFH_LEFT | c4d.BFV_TOP, cols=2)
              self.GroupBorderSpace(5, 5, 5, 5)
              self.GroupSpace(5, 5)
              self.AddStaticText(1001, c4d.BFH_LEFT |
                                 c4d.BFV_CENTER, name="Drag Events as:")
              self.AddComboBox(1002, c4d.BFH_RIGHT | c4d.BFV_TOP)
              self.GroupEnd()
              self.GroupEnd()
      
              # Add the BitmapCard controls to the dialog.
              for i, card in enumerate(self._cards):
                  self.AddUserArea(2000 + i, c4d.BFH_LEFT | c4d.BFV_TOP)
                  self.AttachUserArea(card, 2000 + i)
      
              # Add items to the combo box to select the drag type.
              self.AddChild(self.ID_DRAG_TYPE, c4d.DRAGTYPE_FILENAME_IMAGE, "Files")
              self.AddChild(self.ID_DRAG_TYPE, c4d.DRAGTYPE_ATOMARRAY, "Materials")
              self.AddChild(self.ID_DRAG_TYPE, maxon.DRAGTYPE_ASSET, "Assets")
              self.SetInt32(self.ID_DRAG_TYPE, c4d.DRAGTYPE_FILENAME_IMAGE)
      
              return True
      
      
      # Define a global variable of the dialog to keep it alive in a Script Manager script. ASYNC dialogs
      # should not be opened in production code from a Script Manager script, as this results in a
      # dangling dialog. Implement a command plugin when you need async dialogs in production.
      dlg: BitmapStackDialog = BitmapStackDialog()
      if __name__ == "__main__":
          dlg.Open(dlgtype=c4d.DLG_TYPE_ASYNC, defaultw=150, defaulth=250)
      
      
      posted in Cinema 4D SDK 2025 python
      ferdinandF
      ferdinand
    • RE: Welcome Mr. Hoppe

      Hi,

      thanks for the kind words both from Maxon and the community. I am looking forward to my upcoming adventures with the SDK Team and Cinema community.

      Cheers,
      Ferdinand

      posted in News & Information
      ferdinandF
      ferdinand
    • RE: API for new behavior of opnening Windows in Layout

      Hello @holgerbiebrach,

      please excuse the wait. So, this is possible in Python and quite easy to do. This new behavior is just the old dialog folding which has been reworked a little bit. I have provided a simple example at the end of the posting. There is one problem regarding title bars which is sort of an obstacle for plugin developers which want to distribute their plugins, it is explained in the example below.

      I hope this helps and cheers,
      Ferdinand

      The result:
      3453535.gif
      The code:

      """Example for a command plugin with a foldable dialog as provided with the
      Asset Browser or Coordinate Manger in Cinema 4D R25.
      
      The core of this is just the old GeDialog folding mechanic which has been
      changed slightly with R25 as it will now also hide the title bar of a folded
      dialog, i.e., the dialog will be hidden completely.
      
      The structure shown here mimics relatively closely what the Coordinate Manger
      does. There is however one caveat: Even our internal implementations do not
      hide the title bar of a dialog when unfolded. Instead, this is done via 
      layouts, i.e., by clicking onto the ≡ icon of the dialog and unchecking the
      "Show Window Title" option and then saving such layout. If you would want
      to provide a plugin which exactly mimics one of the folding managers, you
      would have to either ask your users to take these steps or provide a layout.
      
      Which is not ideal, but I currently do not see a sane way to hide the title
      bar of a dialog. What you could do, is open the dialog as an async popup which 
      would hide the title bar. But that would also remove the ability to dock the 
      dialog. You could then invoke `GeDialog.AddGadegt(c4d.DIALOG_PIN, SOME_ID)`to 
      manually add a pin back to your dialog, so that you can dock it. But that is 
      not how it is done internally by us, as we simply rely on layouts for that.
      """
      
      import c4d
      
      
      class ExampleDialog (c4d.gui.GeDialog):
          """Example dialog that does nothing.
      
          The dialog itself has nothing to do with the implementation of the
          folding.
          """
          ID_GADGETS_START = 1000
          ID_GADGET_GROUP = 0
          ID_GADGET_LABEL = 1
          ID_GADGET_TEXT = 2
      
          GADGET_STRIDE = 10
          GADEGT_COUNT = 5
      
          def CreateLayout(self) -> bool:
              """Creates dummy gadgets.
              """
              self.SetTitle("ExampleDialog")
              flags = c4d.BFH_SCALEFIT
      
              for i in range(self.GADEGT_COUNT):
                  gid = self.ID_GADGETS_START + i * self.GADGET_STRIDE
                  name = f"Item {i}"
      
                  self.GroupBegin(gid + self.ID_GADGET_GROUP, flags, cols=2)
                  self.GroupBorderSpace(5, 5, 5, 5)
                  self.GroupSpace(2, 2)
                  self.AddStaticText(gid + self.ID_GADGET_LABEL, flags, name=name)
                  self.AddEditText(gid + self.ID_GADGET_TEXT, flags)
                  self.GroupEnd()
              return True
      
      
      class FoldingManagerCommand (c4d.plugins.CommandData):
          """Provides the implementation for a command with a foldable dialog.
          """
          ID_PLUGIN = 1058525
          REF_DIALOG = None
      
          @property
          def Dialog(self) -> ExampleDialog:
              """Returns a class bound ExampleDialog instance.
              """
              if FoldingManagerCommand.REF_DIALOG is None:
                  FoldingManagerCommand.REF_DIALOG = ExampleDialog()
      
              return FoldingManagerCommand.REF_DIALOG
      
          def Execute(self, doc: c4d.documents.BaseDocument) -> bool:
              """Folds or unfolds the dialog.
      
              The core of the folding logic as employed by the Asset Browser
              or the Coordinate manager in R25.
              """
              # Get the class bound dialog reference.
              dlg = self.Dialog
              # Fold the dialog, i.e., hide it if it is open and unfolded. In C++
              # you would also want to test for the dialog being visible with
              # GeDialog::IsVisible, but we cannot do that in Python.
              if dlg.IsOpen() and not dlg.GetFolding():
                  dlg.SetFolding(True)
              # Open or unfold the dialog. The trick here is that calling
              # GeDialog::Open will also unfold the dialog.
              else:
                  dlg.Open(c4d.DLG_TYPE_ASYNC, FoldingManagerCommand.ID_PLUGIN)
      
              return True
      
          def RestoreLayout(self, secret: any) -> bool:
              """Restores the dialog on layout changes.
              """
              return self.Dialog.Restore(FoldingManagerCommand.ID_PLUGIN, secret)
      
          def GetState(self, doc: c4d.documents.BaseDocument) -> int:
              """Sets the command icon state of the plugin.
      
              This is not required, but makes it a bit nicer, as it will indicate
              in the command icon when the dialog is folded and when not.
              """
              dlg = self.Dialog
              result = c4d.CMD_ENABLED
              if dlg.IsOpen() and not dlg.GetFolding():
                  result |= c4d.CMD_VALUE
      
              return result
      
      
      def RegisterFoldingManagerCommand() -> bool:
          """Registers the example.
          """
          return c4d.plugins.RegisterCommandPlugin(
              id=FoldingManagerCommand.ID_PLUGIN,
              str="FoldingManagerCommand",
              info=c4d.PLUGINFLAG_SMALLNODE,
              icon=None,
              help="FoldingManagerCommand",
              dat=FoldingManagerCommand())
      
      
      if __name__ == '__main__':
          if not RegisterFoldingManagerCommand():
              raise RuntimeError(
                  f"Failed to register {FoldingManagerCommand} plugin.")
      
      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • Projecting Points from Object/World Space into Texture Space

      Dear Community,

      this question reached us via email-support in the context of C++, but I thought the answer might be interesting for other users too.

      The underlying question in this case was how to project points from object or world space into the texture space of an object with UV data. I am showing here deliberately an approach that can be followed both in C++ and Python, so that all users can benefit from this. In C++ one has also the option of using VolumeData and its methods VolumeData::GetUvw or VolumeData::ProjectPoint but must then either implement a volume shader (as otherwise the volume data attached to the ChannelData passed to ShaderData::Output will be nullptr), or use VolumeData:: AttachVolumeDataFake to access ::ProjectPoint. There is however no inherent necessity to take this shader bound route as shown by the example.

      Cheers,
      Ferdinand

      Result

      The script has created a texture with red pixels for the intersection points of the rays cast from each vertex of the spline towards the origin of the polygon object. The script also created the null object rays to visualize the rays which have been cast.
      820ac56e-be8c-4e02-adde-62301f1dfd79-image.png

      raycast_texture.c4d : The scene file.

      Code

      ⚠ You must save the script to disk before running it, as the script infers from the script location the place to save the generated texture to.

      """Demonstrates how to project points from world or object space to UV space.
      
      This script assumes that the user has selected a polygon object and a spline object in the order
      mentioned. The script projects the points of the spline object onto the polygon object and creates
      a texture from the UV coordinates of the projected points. The texture is then applied to the
      polygon object.
      
      The script uses the `GeRayCollider` class to find the intersection of rays cast from the points of
      the spline object to the polygon object. The UV coordinates of the intersection points are then
      calculated using the `HairLibrary` class. In the C++ API, one should use maxon::
      GeometryUtilsInterface::CalculatePolygonPointST() instead.
      
      Finally, using GeRayCollider is only an example for projecting points onto the mesh. In practice,
      any other method can be used as long as it provides points that lie in the plane(s) of a polygon.
      
      The meat of the example is in the `main()` function. The other functions are just fluff.
      """
      
      import os
      import c4d
      import mxutils
      import uuid
      
      from mxutils import CheckType
      
      doc: c4d.documents.BaseDocument  # The currently active document.
      op: c4d.BaseObject | None  # The primary selected object in `doc`. Can be `None`.
      
      def CreateTexture(points: list[c4d.Vector], path: str, resolution: int = 1000) -> None:
          """Creates a texture from the given `points` and saves it to the given `path`.
      
          Parameters:
              path (str): The path to save the texture to.
              points (list[c4d.Vector]): The points to create the texture from.
          """
          # Check the input values for validity.
          if os.path.exists(path):
              raise FileExistsError(f"File already exists at path: {path}")
          if not path.endswith(".png"):
              raise ValueError("The path must end with '.png'.")
      
          # Create a drawing canvas to draw the points on.
          canvas: c4d.bitmaps.GeClipMap = CheckType(c4d.bitmaps.GeClipMap())
          if not canvas.Init(resolution, resolution, 24):
              raise MemoryError("Failed to initialize GeClipMap.")
      
          # Fill the canvas with white.
          canvas.BeginDraw()
          canvas.SetColor(255, 255, 255)
          canvas.FillRect(0, 0, resolution, resolution)
      
          # Draw the points on the canvas.
          canvas.SetColor(255, 0, 0)
          for p in points:
              x: int = int(p.x * resolution)
              y: int = int(p.y * resolution)
              x0: int = max(0, x - 1)
              y0: int = max(0, y - 1)
              x1: int = min(resolution, x + 1)
              y1: int = min(resolution, y + 1)
              canvas.FillRect(x0, y0, x1, y1)
      
          canvas.EndDraw()
      
          # Save the canvas to the given path.
          bitmap: c4d.bitmaps.BaseBitmap = CheckType(canvas.GetBitmap())
          bitmap.Save(path, c4d.FILTER_PNG)
      
          c4d.bitmaps.ShowBitmap(bitmap)
      
      def ApplyTexture(obj: c4d.BaseObject, path: str) -> None:
          """Applies the texture at the given `path` to the given `obj`.
          """
          CheckType(obj, c4d.BaseObject)
      
          # Check the input values for validity.
          if not os.path.exists(path):
              raise FileNotFoundError(f"File does not exist at path: {path}")
      
          # Create a material and apply the texture to it.
          material: c4d.BaseMaterial = CheckType(c4d.BaseMaterial(c4d.Mmaterial), c4d.BaseMaterial)
          obj.GetDocument().InsertMaterial(material)
      
          shader: c4d.BaseShader = CheckType(c4d.BaseShader(c4d.Xbitmap), c4d.BaseShader)
          shader[c4d.BITMAPSHADER_FILENAME] = path
          material.InsertShader(shader)
          material[c4d.MATERIAL_COLOR_SHADER] = shader
          material[c4d.MATERIAL_PREVIEWSIZE] = c4d.MATERIAL_PREVIEWSIZE_1024
      
          # Apply the material to the object.
          tag: c4d.TextureTag = CheckType(obj.MakeTag(c4d.Ttexture))
          tag[c4d.TEXTURETAG_PROJECTION] = c4d.TEXTURETAG_PROJECTION_UVW
          tag[c4d.TEXTURETAG_MATERIAL] = material
      
      def CreateDebugRays(spline: c4d.SplineObject, p: c4d.Vector) -> None:
          """Adds spline objects to the document to visualize the rays from the given `p` to the points of
          the given `spline`.
          """
          doc: c4d.documents.BaseDocument = CheckType(spline.GetDocument(), c4d.documents.BaseDocument)
          rays: c4d.BaseObject = c4d.BaseObject(c4d.Onull)
          rays.SetName("Rays")
          doc.InsertObject(rays)
      
          for q in spline.GetAllPoints():
              ray: c4d.SplineObject = c4d.SplineObject(2, c4d.SPLINETYPE_LINEAR)
              ray.SetPoint(0, p)
              ray.SetPoint(1, q * spline.GetMg())
              ray.Message(c4d.MSG_UPDATE)
              ray.InsertUnder(rays)
      
      def main() -> None:
          """Carries out the main logic of the script.
          """
          # Check the object selection for being meaningful input.
          selected: list[c4d.BaseObject] = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_SELECTIONORDER)
          if (len(selected) != 2 or not selected[0].CheckType(c4d.Opolygon) or
              not selected[1].CheckType(c4d.Ospline)):
              raise ValueError("Please select a polygon object and a spline object.")
      
          polygonObject, splineObject = selected
      
          # Get the uvw tag, the points, and the polygons of the polygon object.
          uvwTag: c4d.UvwTag = mxutils.CheckType(polygonObject.GetTag(c4d.Tuvw))
          points: list[c4d.Vector] = [polygonObject.GetMg() * p for p in polygonObject.GetAllPoints()]
          polys: list[c4d.CPolygon] = polygonObject.GetAllPolygons()
      
          # We are casting here in a dumb manner towards the center of the polygon object. In practice,
          # one should cast rays towards the plane of the polygon object. Or even better, use another
          # method to project the points onto the polygon object, as GeRayCollider is not the most 
          # efficient thing in the world.
          rayTarget: c4d.Vector = polygonObject.GetMg().off
          CreateDebugRays(splineObject, rayTarget)
      
          # Initialize the GeRayCollider to find the intersection of rays cast from the points of the
          # spline object to the polygon object.
          collider: c4d.utils.GeRayCollider = c4d.utils.GeRayCollider()
          if not collider.Init(polygonObject):
              raise MemoryError("Failed to initialize GeRayCollider.")
      
      
          # Init our output list and iterate over the points of the spline object.
          uvPoints: list[c4d.Vector] = []
          for p in splineObject.GetAllPoints():
      
              # Transform the point from object to world space (q) and then to the polygon object's space
              # (ro). Our ray direction always points towards the center of the polygon object.
              q: c4d.Vector = splineObject.GetMg() * p
              ro: c4d.Vector = ~polygonObject.GetMg() * q
              rd: c4d.Vector = rayTarget - ro
      
              # Cast the ray and check if it intersects with the polygon object.
              if not collider.Intersect(ro, rd, 1E6) or collider.GetIntersectionCount() < 1:
                  continue
              
              # Get the hit position and the polygon ID of the intersection.
              hit: dict = collider.GetNearestIntersection()
              pos: c4d.Vector = mxutils.CheckType(hit.get("hitpos", None), c4d.Vector)
              pid: int = mxutils.CheckType(hit.get("face_id", None), int)
      
              # One mistake would be now to use the barycentric coordinates that are in the intersection
              # data, as Cinema uses an optimized algorithm to interpolate in a quad and not the standard
              # cartesian-barycentric conversion. In Python these polygon weights are only exposed in a 
              # bit weird place, the hair library. In C++ these barycentric coordinates make sense because
              # there exist methods to convert them to weights. In Python the barycentric coordinates are
              # pretty much useless as we do not have such a conversion function here.
      
              # Compute the weights s, t for the intersection point in the polygon.
              s, t = c4d.modules.hair.HairLibrary().GetPolyPointST(
                  pos, points[polys[pid].a], points[polys[pid].b],
                       points[polys[pid].c], points[polys[pid].d], True)
      
              # Get the uv polygon and bilinearly interpolate the coordinates using the weights. It would
              # be better to use the more low-level variable tag data access functions in VariableTag 
              # than UvwTag.GetSlow() in a real-world scenario.
              uvw: list[c4d.Vector] = list(uvwTag.GetSlow(pid).values())
              t0: c4d.Vector = c4d.utils.MixVec(uvw[0], uvw[1], s)
              t1: c4d.Vector = c4d.utils.MixVec(uvw[3], uvw[2], s)
              uv: c4d.Vector = c4d.utils.MixVec(t0, t1, t)
      
              # Append the UV coordinates to the output list.
              uvPoints.append(uv)
      
          # Write the UV coordinates to a texture and apply it to the polygon object.
          path: str = os.path.join(os.path.dirname(__file__), f"image-{uuid.uuid4()}.png")
          CreateTexture(uvPoints, path, resolution=1024)
          ApplyTexture(polygonObject, path)
      
          c4d.EventAdd()
      
      
      if __name__ == '__main__':
          main()
      
      posted in Cinema 4D SDK 2024 python
      ferdinandF
      ferdinand
    • RE: Reading proper decimal values on lower numbers?

      Hi,

      that your script is not working has not anything to do with pseudo decimals, but the fact that you are treating numbers as strings (which is generally a bad idea) in a not very careful manner. When you truncate the string representation of a number which is represented in scientific notation (with an exponent), then you also truncate that exponent and therefor change the value of the number.

      To truncate a float you can either take the floor of my_float * 10 ** digits and then divide by 10 ** digits again or use the keyword round.

      data = [0.03659665587738824,
              0.00018878623163019122,
              1.1076812650509394e-03,
              1.3882258325566638e-06]
      
      for n in data:
          rounded = round(n, 4)
          floored = int(n * 10000) / 10000
          print(n, rounded, floored)
      
      0.03659665587738824 0.0366 0.0365
      0.00018878623163019122 0.0002 0.0001
      0.0011076812650509394 0.0011 0.0011
      1.3882258325566637e-06 0.0 0.0
      [Finished in 0.1s]
      

      Cheers
      zipit

      posted in General Talk
      ferdinandF
      ferdinand
    • Forum and Documentation Maintenance on the 18th and 22nd

      Dear community,

      We will have to touch multiple parts of developers.maxon.net on the 18.01.2024 and 19.01.2024 22.01.2024. This will result in outages of our documentation and the forum these days. I will try to keep the outage times to a minimum and it will certainly not span the whole two days. But especially one task I will do on Friday might take hours to complete and I can only do that on a forum which is in maintenance mode.

      Please make sure to download a recent offline documentation in case you plan to do extended development work the next two days. As a result, forum support might also be delayed on these days.

      Cheers,
      Ferdinand

      posted in News & Information forum news
      ferdinandF
      ferdinand
    • RE: GetAllTextures from materials only

      Hi,

      sorry for all the confusion. You have to pass actual instances of objects. The following code does what you want (and this time I actually tried it myself ;)).

      import c4d
      
      def main():
          """
          """
          bc = doc.GetAllTextures(ar=doc.GetMaterials())
          for cid, value in bc:
              print cid, value
      
      if __name__=='__main__':
         main()
      

      Cheers,
      zipit

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: Applying outline selection by script ?

      Hi,

      technically this is possible via c4d.utils.SendModellingCommand(). However, the related specific command ID (c4d.ID_MODELING_OUTLINE_SELECTION_TOOL) is marked as private. So there is no documentation on how to use this properly.

      But it is not to hard to figure out the edges that are border edges. The example below will find all outlines, mimicing c4ds functionality of letting you select a specific loop is just a matter of additional filtering I left out to keep things short.

      import c4d
      # Welcome to the world of Python
      
      
      def set_outline_seleection(op):
          """ Sets the outline edge selection for op.
      
          Args:
              op (c4d.PolygonObject): The object to perform an outline selection on.
          """
          # Return if op is not a polygon object.
          if not isinstance(op, c4d.PolygonObject):
              return
      
          # This is Cinema's version of an edge neighbor data structure
          nbr = c4d.utils.Neighbor()
          nbr.Init(op)
      
          # Get the edge selection for our object.
          selection = op.GetEdgeS()
          selection.DeselectAll()
      
          # Loop over all polygons in our object.
          for pid, cpoly in enumerate(op.GetAllPolygons()):
              # All edge point pair indices of our polygon as a list of tuples with
              # their local edge index.
              edge_point_pairs = [(0, cpoly.a, cpoly.b), (1, cpoly.b, cpoly.c),
                                  (2, cpoly.c, cpoly.d), (3, cpoly.d, cpoly.a)]
              # Loop over all edge point pairs in a polygon:
              for eid, a, b in edge_point_pairs:
                  # Skip over "empty" triangle edges - c4d presents triangles as four
                  # point polygons
                  if a == b:
                      continue
                  # Test if the current polygon ID is the only ID associated with
                  # with the current edge, i. e. if the edge is an outline edge.
                  if nbr.GetNeighbor(a, b, pid) == c4d.NOTOK:
                      # Global edge indices in Cinema are indexed as polygon
                      # ID * 4 + edge index in the polygon.
      
                      # Select the edge in our BaseSelect
                      selection.Select(pid * 4 + eid)
          # Update Cinema
          c4d.EventAdd()
      
      
      # Main function
      def main():
          """
          """
          set_outline_seleection(op)
      
      
      # Execute main()
      if __name__ == '__main__':
          main()
      

      Cheers
      zipit

      posted in General Talk
      ferdinandF
      ferdinand
    • 2025.0.0 SDK Release

      Dear development community,

      On September the 10th, 2024, Maxon Computer released Cinema 4D 2025.0.0. For an overview of the new features of Cinema 4D 2025.0, please refer to the release announcement. Alongside this release, a new Cinema 4D SDK and SDK documentation have been released, reflecting the API changes for 2025.0.0. The major changes are:

      C++ API

      • What was formerly has been know as the Classic API has been deprecated in favour of the Cinema API. Alongside this a new cinema namespace has been introduced which contains all the entities which were formerly in the anonymous global namespace known as the Classic API. Plugin authors must adopt their code to this new API, although the changes are not nearly as extensive as for 2024. See the 2025 migration guide for details. Code examples and documentation have been updated to now refer to a Cinema API.
      • 2025 uses OCIO as the default color management mode, brings an improved color picker, and made general improvements to the consistency of the OCIO implementation. This had some effects on the underlying OCIO API which are reflected in two new code examples in the OCIO Manual and a new plugin in the SDK.

      Python API

      • Python also received the update from Classic to Cinema API. But here the change was more of a cosmetic nature confined to the documentation. The c4d package remains the home for all formerly Classic and now Cinema API entities.
      • The mxutils package received updates around standardized scene traversal, random number generation, and more.
      • Graph descriptions now support variadic ports of arbitrary complexity and explicit port references.

      Head to our download section for the newest SDK downloads, or the C++ and Python API change notes for an in detail overview of the changes.

      ⚠ We discovered late in the cycle bugs in the Asset API code examples and OCIO code in the Python SDK. Which is why the publication of the Python SDK and GitHub code examples has been postponed until these bugs are fixed. They should be ready latest by Friday the 13th of September. But the Python online documentation is accessible and error free (to our knowledge).

      ⚠ We had to make some last minute changes to the C++ SDK regarding OCIO code examples. Only the extended C++ SDK contains these changes. The application provided sdk.zip will catch up with the next release of Cinema 4D.

      Happy rendering and coding,
      the Maxon SDK Team

      ℹ Cloudflare unfortunately still does interfere with our server cache. And you might have to refresh your cache manually.

      When you are not automatically redirected to the new versions, and also do not see 2024.5 in the version selector, please press CTRL + F5 or press CTRL and click on the reload icon of your browser anywhere on developers.maxon.net/docs/ to refresh your cache. You only have to do this once and it will apply to all documentations at once. Otherwise your cache will automatically update latest by 19/07/2024 00:00.

      posted in News & Information cinema 4d news c++ python sdk
      ferdinandF
      ferdinand
    • RE: Object materials won't show up in final render

      Hi,

      you use GetActiveDocument() in a NodeData environment. You cannot do this, since nodes are also executed when their document is not the active document (while rendering for example - documents get cloned for rendering).

      Cheers
      zipit

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand

    Latest posts made by ferdinand

    • RE: V-Ray Materials Not Detected by Project Asset Inspector

      Please also share which version of Cinema 4D you are using, I'll try to have a look this or next week.

      edit: I briefly checked with scripts/05_modules/node/create_redshift_nodematerial_2024.py and there, with Redshift, it works and the assets show up in the inspector right away. Which hints at this being an exlusive VRay issue which only can be solved by Chaos.

      c613fbf4-4621-46d8-af96-1253e7df7c6a-image.png

      posted in General Talk
      ferdinandF
      ferdinand
    • RE: Shader bitmap rendering with MemoryFileStruct

      Hey @WickedP,

      Thank you for reaching out to us. This is rather hard to answer as is. It is not that your question would be inadequate or the code example unclear, but this is also a subject I would have to try out myself to know for sure. The problem with pseudo code is that it is not executable, when you want a definitive answer, I must ask you to provide compileable code which demonstrates the issue.

      About your Issue

      Since you say that sending such image file to the Picture Viewer works, we can rule out that you made any mistakes in setting up the Filename in memory mode or properly encoding your image data.

      What is noteworthy is that Filename is a Cinema API type from the 'old' days which is today just a hollowed out shell that wraps UrlInterface. When using the memory feature of Filename you are actually using maxon::URLSCHEME_MEMORYFILESTRUCT (not to be confused with URLSCHEME_MEMORY). Internally we tend to use yet another file virtualization scheme implemented for URLs when embedding virtual files in scenes or renderings, maxon::URLSCHEME_RAMDISK.

      There could be a threading issue with your Filename (check if the issue also happens when you pass RENDERFLAGS::NODOCUMENTCLONE to your RenderDocument call).

      The most forward fix would be however to use a ram disk, as that is what is proven to work with render engines. The problem is that there are currently no public examples for creating URLSCHEME_RAMDISK urls in the public SDK (as it is sort of a semi-official thing). The only place where I used it was in the Asset API docs, but only to ensure ram disk assets are being cached, not to create new ones. But ram disk scheme urls have a convenience interface, RamDiskInterface which makes it quite straight forward to use. Find below some mock code for your use case (did not compile it due to the lack of a project for this topic).

      Cheers,
      Ferdinand

      using namespace maxon;
      
      Result<void> DoRamDiskStuff()
      {
        iferr_scope; // Error handler for this scope because we are using the Maxon API. When you want to merge
                     // this with Cinema API code, i.e., use it in a function that is not of type Result<T>,
                     // you would have to use here iferr_scope_handler to terminate errors into the return
                     // type of your function.
      
        // Create a new mounting point for ram disk files. Use a unique ID in reversed domain name notation 
        // to avoid conflicts with other mounting points or use the other constructor to create an automatic 
        // hashed mounting point (which will not be persistent over reruns).
        RamDiskRef mountingPoint = RamDiskInterface::Create("net.mycompany.ramdisk.foo"_s) iferr_return;
        Url root = mountingPoint.GetRoot() iferr_return;
      
        // There are now basically two ways to create ram disk files: 
        //   (1) direct creation where we effectively treat the Url just like a file.
        //   (2) lazy creation where we provide a callback that will be called when the file is first accessed.
      
        // Our payload.
        const Char payload[] = "Hello World!";
      
        // Direct creation:
      
        // We create a file under our ram disk mounting point, it would have an URL such as 
        // "ramdisk://.../file.txt". You can directly use this URL in all parameters and file 
        // operations. We can also turn an Url back into a Filename using cinema::MaxonConvert.
        Url directFile = (root + "direct_file.txt"_s) iferr_return;
      
        // Now we write to the file, this is just standard Maxon API file I/O.
        InOutputStreamRef inout = directFile.OpenInOutputStream() iferr_return;
        inout.Write(payload) iferr_return;
      
        // And this would be the way to read back.
        Char buffer[SIZEOF(payload)];
        inout.Seek(0) iferr_return;
        inout.Read(buffer) iferr_return;
      
        // Deferred/Lazy creation:
      
        // This way is in a certain sense a bit easier (as stream handlers can be a bit scary when new
        // to the Maxon API). The advantage is of course that we only pay the costs when something is
        // actually needed. The downside is that is this can happen at an inconvenient time. Which is
        // also why I showed in the Asset API examples for how to build caches in advance. But in your 
        // case where you create the URLs yourself, this makes no sense.
      
        // This is just this one call which we invoke on our ram disk mounting point. We provide a callback 
        // that will be called when the file is first accessed, and in this callback we create an IoMemoryRef 
        // with our payload and return it.
        Url lazyFile = mountingPoint.CreateLazyFile(ToSingletonBlock("lazy_file.txt"_s),
          [payload] () -> Result<IoMemoryRef>
          {
            iferr_scope;
            DiagnosticOutput("Lazy content creation triggered.");
            IoMemoryRef mem = IoMemoryRef::Create() iferr_return;
            mem.WriteBytes(0, payload) iferr_return;
            return mem;
          }) iferr_return;
      
        // Reading back would work the same here.
      
        return OK;
      }
      

      In your specific case, I do not know if BaseBitmap::Save will work directly on a Filename that wraps a ram disk url (via Filename file = cinema::MaxonConvert(myRamDiskUrl, MAXONCONVERTMODE::WRITE);), but you can try and it should work. When push comes to shove you can always write data directly as you showed yourself.

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: V-Ray Materials Not Detected by Project Asset Inspector

      Hey @Ross,

      Thank you for reaching out to us. Assets in the sense of the Asset Inspector are realized via MSG_GETALLASSETS in general. For material nodes you have to set IMAGENODEASSETID and IMAGENODEPORTS on the node space, or directly implement MATERIALMESSAGEHANDLERFUNC (all attributes are in the same namespace). Under the hood, all these Nodes API systems pipe back into MSG_GETALLASSETS and it is the implementer who must realize them, i.e., Chaos in this case. You as a user cannot do anything about, the asset data is either there or not.

      I am currently on my Mac where I do not have VRay installed. The main question would be: Does VRay show its assets when you wire up the same materials manually? I think it does, right? You can try sending a MSG_UPDATE to the material holding the graph(s) but that should not be necessary by default(myMaterial.Message(c4d.MSG_UPDATE)). It could be that VRay is doing some black magic with its assets and MATERIALMESSAGEHANDLERFUNC which is not correctly setup when you programmatically create graphs. But that (a) strikes me as a bit unlikely and (b) only Chaos can help you with that.

      VRay is as a third party plugin generally out of scope of support, so their support is your best shot. But when you share your code and a scene, I can have an informal look as what is going wrong there (but it might take a week or so before I get to it).

      Cheers,
      Ferdinand

      posted in General Talk
      ferdinandF
      ferdinand
    • RE: How to start a new line in plugin help with localization?

      It depends a bit on what you are doing. When you look at these screenshot I already posted above


      then you can see, Cinema 4D is already doing this automatically. The tooltip for a command¹ is always split into a name, description and shortcut. As a plugin author, you define the name and description and Cinema 4D then composes them for the tooltip. The shortcut will only be shown when this command has a shortcut set, either because your user set it up, or because you programmatically set it in some sort of 'installer' routine for your plugin. That the Py - Resource Gui example does not have a shortcut shown, is simply due to the fact that I did not define one.

      But your question implies a different type of 'shortcut', namely modifier keys. I.e., you do not want to display a key combination with which something can be activated (commands already fully handle this for you), but rather keys that change the behaviour of something while it is running. The canonical place to display such information would be the status bar. The Move tool shows for example this in the status bar once it has been activated (and a few other criteria are met):

      91530485-629f-4d43-8376-70ce83a1fb3a-image.png

      Other than the command tooltips, this is not automated. And each plugin has to set this on its own via c4d.gui.StatusSetText. The problem is a bit that these kind of status messages make mostly sense for tools, i.e., things where you have clearly defined states of a thing being active or not, and when the user does send mouse- or keyboard interactions. These states help managing the status bar because you not only have to set these messages, you also have to clear the status bar once you are done.

      So, it depends on what kind of plugin you implement how to do this concretely. When you implement just a command with a dialog, there is no predefined way how to do this, as dialogs are not meant to have such modifier keys. You could maybe show or hide such message based on if your dialog got or lost focus.

      Cheers,
      Ferdinand

      ¹ - Everything in this context is a command, even non CommandData plugins such as objects or tools, because Cinema 4D will always wrap them with a CommandData plugin for you, so that they can show up in palettes and menus. So, in menus and palettes are only commands, even when you did not implement one yourself.

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: How to start a new line in plugin help with localization?

      Hey @Dunhou,

      our c4d_string.str files use standard ASCII escaping (of unicode). There is the relatively new py-cmd_gui_resources_2024 example which documents this (of particular interest would be unicode_encode_strings.py for you). But when I wrote unicode_encode_strings.py, I think it was a deliberate decision of mine to exclude the so called control characters in ASCII/Unicode (i.e., \x00 to \x1F as Python Unicode escape sequences). Which includes the whitespace characters like \t, \n, \r, etc. So, the script will not encode them for you.

      If you take the code example from above and wanted to add a line break in its help string, you cannot use \n in the string, because it would be escaped as \\n in the output, which is not what you want. Instead, you would have to use \x0A (i.e., the value 10 which is the code point for a line break in ASCII). But since this is not Python, but our C++ code which follows the Unicode standard to the letter, we do not use the \x prefix but \u and also pad it to 4 digits, so it would actually be \u000A for a line break.

      STRINGTABLE
      {
      	IDS_PLUGIN_NAME "Py - Resource Gui"; 
      	IDS_PLUGIN_HELP "Opens a dialog window that is populated\u000a using resource files.";
      }
      

      d48918e5-eca2-4b9d-90f5-36101de3f0bc-image.png

      If you wanted a more generic solution than writing such strings by hand, you would have to update EscapeUnicode in unicode_encode_strings.py to something like this:

      def EscapeUnicode(item: str) -> str:
          """Escapes both non-ASCII and control characters in a string to their unicode code point representation,
             e.g., \u000A for a line break.
          """
          return re.sub(r"([^\x00-\x7f]|\x00-\x1F)",
                          lambda m: "\\u{:04x}".format(ord(m.group(1))), item
          )
      

      You could also just escape everything, but that would make the strings less readable in the resource files. I am personally also not sure it is a good idea to allow users putting control characters into strings, primarily due to whitespace. I would for example say that it is not wanted that strings in general and tooltips in particular contain line breaks, and that it is up to Cinema 4D to handle wrapping strings. When I look at our Move tool, I see no line breaks in the help string? The help string is just 'Move Tool', the other things (the name and the shortcut) are added by Cinema 4D dynamically (and therefore put onto a new line).

      2d99ee72-e853-415c-a4a6-448796c526b7-image.png

      Cheers,
      Ferdinand

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: How do I retrieve a command call from it's index number ?

      The second ID is the sub ID. You can have a command (FOO = 100) which supports the sub-commands (BAR=1, and BAZ=2). So, you can then call CallCommand(100, 1) or CallCommand(100, 2) to invoke the two different things FOO can do. But as you said yourself, this is a rather unusual thing, and it is even more unusual that I manged to randomly click five things in a row that all have sub IDs 😄

      What should also be said is that my little "extrude" log there does not really reproduce the modelling operations I carried out. It just runs the tools in the order they are invoked. And because when you run this right after your created the log, the extrude tool will for example still have set the same extrude depth from the last operation. But when you manually extrude something, and then run the script again, it will use these new current extrude tool settings, i.e., and not the ones from when your 'recorded' the log.

      The script log can be useful, but it is not the auto-script-recording feature users often whish it was.

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: How do I retrieve a command call from it's index number ?

      Hey @Dimitris_Derm. ,

      I still do not 100% follow what you are saying and asking, which likely means that you or I are misunderstanding something.

      What are Commands?

      Cinema 4D is built itself on the same plugin architecture offered to third parties. There are many plugin types in Cinema 4D, but a central one is CommandData. A command is an operation that can be invoked without any arguments except the plugin ID of the command to invoke (and optionally a sub ID). CallComand is the function to call commands by their command/plugin ID. I.e., when you implement a command plugin as a user, everyone can call it via its command ID. Commands in this sense are not to be confused with modelling or uv commands, which are a different thing.

      Almost all buttons and menu entries in Cinema 4D are commands. So, when you for example implement an ObjectData 'Plane' plugin and register it, Cinema 4D will create a hidden CommandData plugin for you, so that this object can be created from a menu. Here shown with the builtin 'Plane' object:

      40b30de8-d931-4b34-9fda-d8f9b2cd0a51-image.png

      What are Symbols?

      The raw integer values for plugin IDs are usually (but not always) aliased with a 'symbol'. Symbol is just programmer slang for an alphanumeric label under which some data is accessible. E.g., foo, bar, and baz below are symbols:

      foo: int = 123456
      bar: dict[str, float] = {"Hello": 1.0, "World": 2.0}
      baz: callable = lambda x: x * 2
      

      In C(++), the langauge Cinema 4D is written in, the word symbol is very common. In the Cinema API it always refers to some alpha-numeric label for some integer value. There is code which is shipped to customers (the public APIs) and there is code that is internal. In order not to have users use raw integer values, we have to define such symbol, i.e., alias in the public API. This does not always happen.

      What is the Script Log doing?

      The script log is just a series of the the commands being called. There are no classes, functions, or methods. In some cases the script log creates more complex code (for tools), but the script log is never a place to learn the API, as it only operates via command IDs. And the script log uses the raw integer values because for once there is not always a symbol, and it would also not be trivial to access the symbol for each command from the C++ code that generates the log.

      3a8deeef-11fb-44c5-8f55-954e4e691b4d-image.png

      Cheers,
      Ferdinand

      PS:

      By "method" I meant the programmatic term which some times coincides with the term "function".

      I understood that, but just as a clarification, method and function are not synonymous. A method is a function that is associated with an object (i.e., it is a member of a class). A function is a more general term that can refer to any callable piece of code, including methods, but also standalone functions that are not associated with any object.

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: Executing a Redshift texture bake from Python

      Hello @mplec1,

      Welcome to the Maxon developers forum and its community, it is great to have you with us!

      Getting Started

      Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules.

      • Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment.
      • Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support.
      • Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads.

      It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: How to Ask Questions.

      About your First Question

      The bake tag and by extension cinema::BakeTexture (and its Python equivalent c4d.utils.BakeTexture) unfortunately do not support Redshift, even for the older Xpresso based materials.

      Redshift uses the tools found in Redshift/Tools/Texture Baking for baking. And while you can programmatically create a bake set and then programmatically click the 'Bake' button in it (which both would also work in a headless version of Cinema 4D, such as c4dpy), the following dialog which opens to set baking details and actually start the rendering is sealed, i.e., you cannot interact with it from the public API. And opening such dialog would also fail in a headless Cinema 4D instance.

      So, I am afraid there is currently no solution for your problem. You can technically export the whole scene to a format such FBX or USD, and use the builtin baking output (which would also work in a headless environment, as long as you do NOT pass SAVEDOCUMENTFLAGS_DIALOGSALLOWED to the save/export operation). But the output of that automated baking is often of poor quality compared to manually baking object(s) via bake sets.

      Cheers,
      Ferdinand

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: How do I retrieve a command call from it's index number ?

      Hey @Dimitris_Derm. ,

      what do you mean by 'method'? CallCommand just invokes the CommandData plugin which has been registered under the plugin ID you passed to the call.

      What you can do, is resolve the numeric plugin ID integer value to a symbol. But unlike for message IDs, the docs currently do not resolve symbols to their integer values. You can do two things:

      1. Just search in the main symbol definition file with a text editor, i.e., {c4d}/resource/modules/python/libs/python311/c4d/__init__.py
      2. Or use mxutils.SymbolTranslationCache which exists for the very purpose of resolving such integer values to symbols.

      But in your case, 14046 , you will draw a blank in both cases, which simply means developers never defined a public symbol for that command.
      1b4e6537-4fad-48a1-b4ec-c6edd4103083-image.png

      Cheers,
      Ferdinand

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand
    • RE: Using the Bridge Tool

      Hello @Dimitris_Derm.

      No, with islands I do not mean different objects. With islands are polygon (selection) islands meant. And that is just the term that is used for these things. The "Plane" object below has two polygon islands, the left and right rectangle shown in the viewport, each composed out of 4 * 5 polygons. They are islands because they are topological disjunct from each other - you cannot 'get' from one island to another without jumping over a gap.

      a88ac530-c105-430c-bd11-f922f5688881-image.png

      The same can be applied to selections, as shown below. Now the left polygon island in the mesh has two polygonal selection islands. You cannot get from one selection island to another without jumping over a gap (they are topologically disjunct).

      bf41be6a-3993-4eb1-b603-438df9aa1bb3-image.png

      This is a requirement because as my code example demonstrates, when bridging in island mode, you just specify a polygon and a point (and set the flags), and the tool then 'grows out' the to be bridged patch from the given polygon, based on the active polygon selection. And this growing will stop at topological boundaries. So, when you would bridge from the selection in the lower left corner of the left rectangle (to some unspecified target in another mesh), it would only grow into these four polygons. The selection in the top right corner would never be part of the operation.

      Cheers,
      Ferdinand

      posted in Cinema 4D SDK
      ferdinandF
      ferdinand