• How to hide object local coordinates

    Cinema 4D SDK python
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    i_mazlovI
    @chuanzhen , Sorry for the delayed answer. The layer.locked behavior is integrated deeply in the internal code of cinema bypassing common cinema pipelines. Unfortunately, there's no good way to imitate such behavior without using layers. In case you decide to proceed with the layer approach, there's an example in github repo highlighting the usage of SetLayerData() function: layer_creates_r13.py. Cheers, Ilia
  • some icon index not find

    Cinema 4D SDK python
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    chuanzhenC
    @ferdinand Thanks
  • TimeLine Window Custom open

    Cinema 4D SDK 2024 python
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    chuanzhenC
    @kangddan @Dunhou
  • Spline Round Tool behave issue

    Moved General Talk python 2024
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    ferdinandF
    Hey @baca, Just as an FYI, this bug has been fixed and it will be included in one of the upcoming releases of Cinema 4D, quite likely the next release. Cheers, Ferdinand
  • how to program plugins with python?

    Cinema 4D SDK r25 python
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    love_me_renderL
    Hi, thank you for the tips. Here is my C++ -treegenerator-plugin, written for R25: http://www.klausfilm.bplaced.net/TreeGenerator/Website_Treegenerator.html Cheers Klaus
  • 0 Votes
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    bacaB
    @ferdinand said in c4d.MCOMMAND_EXPLODESEGMENTS makes target object dead: Select 0th polygon in a mesh. SMC: MCOMMAND_SELECTCONNECTED SMC: MCOMMAND_SPLIT Delete the selected polygons. When no polygons are left, exit, otherwise goto 1. Oh, great idea. Not that elegant, but seems legit. Thanks again.
  • Running commanline application with Python

    Moved General Talk 2023 python macos windows
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    ferdinandF
    One last thing: Have you tried using LICENSEMODEL::MAXONAPP as an alternative login method? ::MAXONACCOUNT is being deprecated as I said, and I do not quite remember why we chose it here nonetheless. User support surely can help you with the details here.
  • How to control a posemorph tag

    Cinema 4D SDK python
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    M
    thanks a lot, your post is working for me.
  • 1 Votes
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    moghurtM
    @m_adam m_adam resolved the issue perfectly. Thanks for the great support!
  • 0 Votes
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    i_mazlovI
    Yes, you found the thread about point selection just right!
  • 0 Votes
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    DunhouD
    Thanks for that @ferdinand @m_adam , yes, Ferdinand is right, Maxime's point is too "pro" for me, and with some maxon decorators I never used in some way mess me up, with Ferdinand's "rookie" like explain that I can understand this more, thanks for your both respected work. Cheers~ DunHou
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    M
    Hi @ll2pakll, I am glad that you solved your issue. Message(c4d.MSG_UPDATE) is indeed required to finalize your spline editing. If you want a complete example on spline editing please take a look at geometry_splineobject.py example. Cheers, Maxime.
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    i_mazlovI
    Hi @LingZA , Sorry for the delayed answer. Could you please explain the result that you're trying to achieve? It looks now that you would like to implement a modeling tool similar to Bevel, when you would like to firstly select points/edges/polys and secondly apply some changes to them. If that's the case, then you need to implement the part of your tool that selects objects. Please have a look at BaseSelect. You can also explore Flatten Polygons example. You can find a sample code snippet below that simply selects all of the edges of the polygon. You need to be in "Edges" mode for that. Additionally you can emulate the polygon highlighting yourself. Regarding the flags: PLUGINFLAG_TOOL_EDITSTATES - designates that the tool supports deformed editing PLUGINFLAG_TOOL_SWITCHACTION - allows to adjust the active tool. This works in tandem with the MSG_TOOL_SWITCHACTION message type. Namely, when the modifier (aka qualifier) key is pressed, the plugin receives this message such that it can react on this key press. PLUGINFLAG_TOOL_NO_TOPOLOGY_EDIT - flag that informs cinema that the tool doesn't perform any topology modifications (i.e. doesn't add/remove/reassign of the polygons) PLUGINFLAG_TOOL_TWEAK - if you click on the element that isn't currently selected, it will select it for you (so your tool can work with this selection), and will deselect it once your tool finishes PLUGINFLAG_TOOL_TWEAK_NO_HIGHLIGHT - same as above but without highlighting the temporarily selected element PLUGINFLAG_TOOL_DRAW_MULTIPLANE - some legacy flag that is (or at least should be) deprecated Cheers, Ilia [image: 1698935992814-cinema_4d_ezzrkgku0y.gif] import c4d PLUGIN_ID = 1234321 # Be sure to use a unique ID obtained from www.plugincafe.com class MyTool(c4d.plugins.ToolData): def __init__(self): self.selectionRadius = 10 self.highlightedPolygon: int = -1 def GetState(self, doc): if doc.GetMode() != c4d.Medges: return False return c4d.CMD_ENABLED def MouseInput(self, doc, data, bd, win, msg): # Only handle left click if msg[c4d.BFM_INPUT_CHANNEL] != c4d.BFM_INPUT_MOUSELEFT: return True # Get active object op = doc.GetActiveObject() if not op: return True if self.highlightedPolygon < 0: return True # Initialize helping Neighbor struct nbr = c4d.utils.Neighbor() nbr.Init(op) polyInfo = nbr.GetPolyInfo(self.highlightedPolygon) # get polygon information bs = c4d.BaseSelect() opPolygon: c4d.CPolygon = op.GetPolygon(self.highlightedPolygon) # Iterate over sides for side in range(4): # Skip last edge if polygon is a triangle if side == 2 and opPolygon.c == opPolygon.d: continue # Select edge edgeIdx = polyInfo['edge'][side] bs.Select(edgeIdx) # Apply selection op.SetSelectedEdges(nbr, bs, c4d.EDGESELECTIONTYPE_SELECTION) c4d.EventAdd() return True def Draw(self, doc, data, bd, bh, bt, flags): selectionColor = c4d.GetViewColor(c4d.VIEWCOLOR_SELECTION_PREVIEW) if flags & c4d.TOOLDRAWFLAGS_HIGHLIGHT: # if the DrawPass is the Highlight one if self.highlightedPolygon >= 0: # Get active object op = doc.GetActiveObject() if not op: return True bd.SetMatrix_Matrix(op, op.GetMg()) # draw in global coordinates # Get points and polygon from the object opPoints: list[c4d.Vector] = op.GetAllPoints() opPolygon: c4d.CPolygon = op.GetPolygon(self.highlightedPolygon) points = [opPoints[idx] for idx in (opPolygon.a, opPolygon.b, opPolygon.c, opPolygon.d)] colors = [selectionColor for _ in points] if len(points) == 3 or len(points) == 4: bd.DrawPolygon(points, colors) # draw the polygon highlight # Draw the outline bd.SetPen(c4d.Vector(0, 1, 0)) for point1Idx in range(-1, len(points) - 1): point1, point2 = points[point1Idx], points[point1Idx + 1] bd.DrawLine(point1, point2, c4d.NOCLIP_D) return c4d.TOOLDRAW_HIGHLIGHTS def GetCursorInfo(self, doc, data, bd, x, y, bc): self.highlightedPolygon = -1 # If the cursor has left a user area, simply return True if bc.GetId() == c4d.BFM_CURSORINFO_REMOVE or doc.GetMode() != c4d.Medges: return True # Get active object op = doc.GetActiveObject() if not op: return True # Calculates the width and height of the screen bd: c4d.BaseDraw = doc.GetActiveBaseDraw() frame = bd.GetFrame() l, r, t, b = frame["cl"], frame["cr"], frame["ct"], frame["cb"] width, height = r - l + 1, b - t + 1 # Initialize viewport select vpSelect = c4d.utils.ViewportSelect() vpSelect.Init(width, height, bd, [op], c4d.Medges, True, c4d.VIEWPORTSELECTFLAGS_IGNORE_HIDDEN_SEL) c4d.SpecialEventAdd(c4d.EVMSG_UPDATEHIGHLIGHT) # pushing highlighting event to cinema # Looking for the nearest polygon and saving it's index in self.highlightedPolygon polyInfo = vpSelect.GetNearestPolygon(op, int(x), int(y), self.selectionRadius) if not polyInfo or 'i' not in polyInfo: return True polygonIdx = polyInfo['i'] if (polygonIdx < 0 or polygonIdx >= op.GetPolygonCount()): return True self.highlightedPolygon = polygonIdx return True if __name__ == "__main__": c4d.plugins.RegisterToolPlugin(id=PLUGIN_ID, str="MyTool", info=0, icon=None, help="", dat=MyTool())
  • 0 Votes
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    G
    I want to mirror a polygon selection along specified modeling axis, but i'm kinda stuck since i can't apply the dedicated Mirror Tool, the basic Scale Tool also doesn't allow to set the tool settings...
  • How to Apply a modeling command?

    Cinema 4D SDK s26 windows python
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    G
    Thanks man, i'll take a look at it!
  • OBJ Import setting not changing

    Cinema 4D SDK python 2024 windows
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    ferdinandF
    Hey @del, Thank you for pointing out that this part of our examples, I overlooked this aspect this morning. I have fixed the issue in our local repository for import_obj_r13.py. The updated line is: objImport[c4d.OBJIMPORTOPTIONS_PHONG_ANGLE_DEFAULT] = c4d.utils.DegToRad(22.5) and it will go live with the next docs update. I cannot update the legacy version of the SDK in import_OBJ.py as I lack the permissions to write there even in our local repository. Cheers, Ferdinand
  • How to create a radial (pie) menu?

    Cinema 4D SDK windows s26 python
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    G
    Thanks for your detailed answers, i hoped there is a simpler way to do it)... Pie menus is a very common thing nowadays, why maxon developers haven't implemented it already? In modo for example you can create pie menus, popups...etc without any coding. Not every user is ready/have the time/etc to learn python to build a simple popup, but almost every user needs to customize their working software. I really hope you'll implement these features soon.
  • Check if a texture is missing

    Cinema 4D SDK python 2024 macos
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    ferdinandF
    Hello @visualride, Thank you for reaching out to us. I would recommend having a look at c4d.documents.GetAllAssetsNew . Helpful might also be the thread Get all Textures for a Material. It is one of the multiple threads where I showcased the usage of GetAllAssetsNew (search for GetAllAssetsNew and my user name to find the other threads). In this thread you can see here how to read the exists field in asset data to know if Cinema 4D can find that asset. But asset handling can get complex when node materials are involved as shown here (also a good place to better understand the data associated with MSG_GETALLASSETS). The thread shows also a simpler approach using BaseDocument.GetAllTextures. You can then just check with os.exists if the paths do exist. You might have to deal with relative paths here, depending on the document. Cheers, Ferdinand
  • Problem with MessageData plugin

    Cinema 4D SDK 2023 windows python
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    gheyretG
    Hi @ferdinand Thank you so much for your explain, i understand what's happen now. Cheers
  • 0 Votes
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    B
    In the past I have refrained from CallCommands and CallButtons because they used to add to the undo queue or did. But I suppose in this instance I can just do it for thise purpose.