• Problem with plugin example

    Cinema 4D SDK 2023 python
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    ferdinandF
    Hey @filipst, please adhere to our rule for a topic being a singular subject/line of questioning. I strongly doubt that Current State to Object (CSTO) and Make Editable (ME) were ever the same for splines; and if so, this was probably a bug. There is a fundamental difference between these two operations. Current State to Object: Collapses the cache of the entity it is being called upon and inserts it into the scene. Make Editable: Replaces an object with its (direct and uncollapsed) cache. Aside from the obvious difference that CTSO produces a new object and ME replaces its input, there is a fundamental difference in getting the cache of something (ME) or getting the collapsed cache of something (CSTO). Caches tend to be hierarchical structures in Cinema 4D and can become very complex. A simple example would be to collapse a spline with a bend deformer attached to it. Input: [image: 1693570672626-735753e6-3276-4ae8-b19a-369d5e9aaf01-image.png] Make Editable output (with deformer disabled for clarity): [image: 1693571275301-c20a09cd-83a4-47c4-bd4c-7dd774733144-image.png] CSTO output: [image: 1693571349405-787e44c3-bb86-4efd-9633-94271266326d-image.png] I went over the topic of caches and our geometry model here. For this hierarchy, [image: 1693571575544-5bb9fe31-178b-4967-821f-ebfccb153e47-image.png] the Circle object will have a cache tree as follows: + 1: Circle (BaseObject Generator) + 2: Cache of 1: Circle (SplineObject Generator) + 3: Cache of 2: Circle (LineObject) + 4: Deform Cache of 3: Circle (LineObject) The Circle object is a BaseObject generator which has a SplineObject as its cache which itself is a generator and has a LineObject as its cache (i.e., the discrete representation of the spline for its current interpolation settings). The bend deformer deforms this terminal node in the cache chain, the LineObject, and not the SplineObject. CSTO collapses the whole cache of an object, i.e., exhausts it. In this case this means returning 4, which includes deformation and the Bezier spline converted to its linear spline representation. CSTO can also mean joining objects in a cache, which is not represented by this simple example. ME on the other hand returns 2, i.e., whatever is the direct cache of the entity it has been invoked on. We do not collapse the cache of the cache and therefore neither include the LineObject cache nor its deform cache (they are of course still implicitly generated as the cache for the SplineObject we return because ME replaces its input object). Cheers, Ferdinand
  • 0 Votes
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    i_mazlovI
    Hello @wuzelwazel, Depending on the size and complexity of objects on your scene (namely on the objects that are processed with the script) adding an undo can be quite an expensive operation to execute. There was some recent work done that should affect the undo-stack in a positive way in the following releases. Let me know if you have any further questions. Cheers, Ilia
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    HerzogVonWieselH
    @ferdinand you are amazing! Thank you so much for your help, this is it. Now only remains the last step until my script to automatically recognize and replace duplicate objects with instances is complete: The UI. But that should be a quick one. Thank you so much for your help again Ferdinand, you are a saint. Have a superb week and best wishes from Potsdam! Jerome
  • Automatic UV Rectangularize / MDATA_UVRECTANGULARIZE

    Cinema 4D SDK
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    M
    Hi sadly the only way is to use c4d.CallCommand(1055347) which does not open the window but directly execute the command. You can change the setting as you could in the windows, by editing the value in the BaseContainer of the document. Finally it act on the selected polygon, so the best way would be to select them. Find bellow a script that you can execute in the script manager that will select all polygon of an object and run the command. from typing import Optional import c4d doc: c4d.documents.BaseDocument # The active document op: Optional[c4d.BaseObject] # The active object, None if unselected def main() -> None: # Enables UV Polygon Mode if not already in any UV mode (needed for GetActiveUVSet to works) if doc.GetMode() not in [c4d.Muvpoints, c4d.Muvpolygons]: doc.SetMode(c4d.Muvpolygons) # Retrieves active UVSet, The UV windows need to be opened at least one time handle = c4d.modules.bodypaint.GetActiveUVSet(doc, c4d.GETACTIVEUVSET_ALL) if handle is None: # If fail it may be because the Texture view is not open # Open A texture View c4d.CallCommand(170103) # In S22 you need to update the UV Mesh if c4d.API_VERSION >= 22000: c4d.modules.bodypaint.UpdateMeshUV(False) # Retrieves active UVSet, The UV windows need to be opened at least one time handle = c4d.modules.bodypaint.GetActiveUVSet(doc, c4d.GETACTIVEUVSET_ALL) if handle is None: raise RuntimeError("There is no Active UVSet") # Select the polygon you want to operate on currentSel = op.GetPolygonS() previousSel = currentSel.GetClone() # Will be used to restore the initial selection state at the end currentSel.SelectAll(op.GetPolygonCount() - 1 ) # Update the UV mesh to properly take into account the new selection c4d.modules.bodypaint.UpdateMeshUV(True) # Define the settings settings = doc.GetSettingsInstance(c4d.DOCUMENTSETTINGS_MODELING) settings[c4d.MDATA_UVRECTANGULARIZE_ALIGN] = True settings[c4d.MDATA_UVRECTANGULARIZE_EQUIDISTANT] = False # Execute the command c4d.CallCommand(1055347) # Restore the initial selection previousSel.CopyTo(currentSel) c4d.modules.bodypaint.UpdateMeshUV(True) c4d.EventAdd() if __name__ == '__main__': main() Cheers, Maxime.
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    @ferdinand Thank you for the hint and the superfast response! I was not aware that these symbols dissolve into these numbers, which of course makes it much easier to work with them now. I was able to solve it with CallUVCommand: settings = c4d.BaseContainer() settings[c4d.RELAXUV_KEEP_BORDER] = False settings[c4d.RELAXUV_KEEP_NEIGHBORS] = False settings[c4d.RELAXUV_KEEP_POINTSEL] = False settings[c4d.RELAXUV_CUT_EDGESEL] = True settings[c4d.RELAXUV_EDGESEL_POINTER] = edge_sellection settings[c4d.RELAXUV_MAX_ITERATIONS] = 1 settings[c4d.RELAXUV_MODE] = c4d.RELAXUV_MODE_ABF ret = c4d.modules.bodypaint.CallUVCommand(handle.GetPoints(), handle.GetPointCount(), handle.GetPolys(), handle.GetPolyCount(), uvw, handle.GetPolySel(), handle.GetUVPointSel(), obj, handle.GetMode(), c4d.UVCOMMAND_RELAX, settings)
  • using c4d.threading with (python) thinking particles

    General Talk python
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    ferdinandF
    Hello @jenandesign, Thank you for reaching out to us, I appreciate sharing your customer journey with us. I cannot make any further statements on the ongoing development of Cinema 4D, but we are of course happy to hear that you see value and potential in Cinema 4D. I will make sure that your input does reach the simulation Team. Cheers, Ferdinand
  • Need help fixing export to GLTF script

    General Talk
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    i_mazlovI
    Hello @joel_motion, Welcome to the Plugin Café forum and the Cinema 4D development 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 Guidelines, as they line out details about the Maxon SDK Group support procedures. Of special importance are: Support Procedures: Scope of Support: Lines out the things we will do and what we will not do. Support Procedures: Confidential Data: Most questions should be accompanied by code but code cannot always be shared publicly. This section explains how to share code confidentially with Maxon. Forum Structure and Features: Lines out how the forum works. Structure of a Question: Lines out how to ask a good technical question. It is not mandatory to follow this exactly, but you should follow the idea of keeping things short and mentioning your primary question in a clear manner. About your First Question Support for redshift materials on gltf export first appeared with the 2023.2 release. That version also included numerous gltf exporter stability improvements. Please note, that debugging the code is out of scope in this forum. You are very welcome to ask specific questions with well-defined scope. In general your code seems reasonable. The approach with cloning objects onto a new document is the one I would suggest anyways. However, one should be careful with the dependencies that objects in the subtree might loose during cloning. AliasTrans helps to overcome such side effects to some extent. Cheers, Ilia
  • 0 Votes
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    ferdinandF
    Hello @HerzogVonWiesel, Thank you for reaching out to us. Using the message system could be possible here but seems a bit overkill. Since you own both implementations, it would be best if you simply tie together the dialog instances you want to exchange information between. E.g.: import c4d class ConnectedDialog(c4d.gui.GeDialog): """Realizes a dialog type which has a binding to another dialog instance. Note that all methods in this example are not part of the GeDialog interface scheme, i.e., "custom" methods. """ def __init__(self) -> None: """ """ # The list of dialogs this dialog instance does exchange information with. self._connectedDialogs: list[ConnectedDialog] = [] super().__init__() def Bind(self, other: "ConnectedDialog", twoWay: bool = True) -> None: """Binds the dialog #other to #self and makes the connection optionally two-way. Also ensures that bindings are unique, i.e, two dialogs cannot be bound more than once in one direction. """ if not isinstance(other, ConnectedDialog): raise TypeError(f"{other = }") if other not in self._connectedDialogs: self._connectedDialogs.append(other) if twoWay and self not in other._connectedDialogs: other._connectedDialogs.append(self) def SpecialMessage(self, sender: "ConnectedDialog", *args) -> None: """Receives message stream from all connected dialogs. """ print (args) def Action(self, value: any, condition: any) -> None: """Exemplifies a method which informs all other dialog instances about an event. """ if condition: for dlg in self._connectedDialogs: dlg.SpecialMessage(self, value, condition) if __name__ == "__main__": # Instantiate five dialogs and creating bindings between all of them. dialogCollection: tuple[ConnectedDialog] = (ConnectedDialog() for _ in range(5)) for a in dialogCollection: for b in dialogCollection: a.Bind(b) You could do three million and one thing differently here; this is just an example to illustrate a pattern. The crucial information might be here for you (since we just talked about threading and dialogs before) that: The methods both of modal and async dialogs run on the main thread. Async in an async dialog are only the drawing routines which you do not have access to, even when you implement a dialog with a custom GeUserArea. That area only enqueues drawing instructions into a buffer and does not do the actual drawing. So, there is no danger of access violations, which Python of course does not know in the first place due to its GIL. When tying dialogs together is not possible then you can use the message system of Cinema 4D. But tying objects together is always possible in Python even when the objects live in two modules which do not have access to each other. You can either use sockets (a bit overkill) or be lazy and just setup shop in a commonly accessible object, e.g., the sys module. When you go for messages, I would recommend having a look at the Message Manual first as I gave there a rough overview. In short: GeDialog.Message is for UI messages and just like its NodeData.Message counter part instance specific. It is not meant to establish a binding between two dialog instances but to let Cinema 4D or elements in a UI tree communicate with the dialog ("button to dialog: I have been pressed"). What you can do, is set off a core event with c4d.SpecialEventAddd to then catch that core message in all other dialogs using GeDialog.CoreMessage. Note that the Python API does filter message streams, and unlike in C++, you cannot just "invent" a new message type, except for using c4d.SpecialEventAdd. But there you are limited to sending three integers in Python (in C++ the p1 and p2 arguments are meant to be pointers to arbitrary data). Cheers, Ferdinand PS: Yeah using the CPython API you can cast/wrap things (in order to use p1 and p2 actually in the manner they are intended to) but be aware that any C magic is not officially supported by us.
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    E
    @ferdinand Thank you very much for your help, your code has been extremely useful to me. Cheers!
  • Sampling a point in space from a userdata Field List

    Cinema 4D SDK python
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    ferdinandF
    Hey @jenandesign, you can edit your postings, just click on the three dots button below a posting of yours. You will not be able to move a post like I can, but except for that have the same options as I do: [image: 1692289705372-46c3d9dd-ed4c-4fe4-a683-684eb5553f80-image-resized.png] Cheers, Ferdinand
  • Handling Treeview File Drag and Drop Events

    Cinema 4D SDK python c++ 2023
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    ferdinandF
    Hey @Dunhou, yeah, I already saw and fixed that in the course of answering this. Cheers, Ferdinand
  • 0 Votes
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    HerzogVonWieselH
    Thank you again @ferdinand ! Sad that resizing windows is not a possibility. Would've been nice to have the options pop up once you toggle the extra options on! Now I've implemented them as a modal dialogue so you can choose them and close it again. Thank you for your help!
  • Python plugin encryption

    Cinema 4D SDK python 2023 sdk
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    F
    Thank you very much!
  • Free plugin : HDR Link for Poly Haven

    General Talk
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    No one has replied
  • 0 Votes
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    ThomasBT
    @ferdinand Many thanks for this detailed example, I'll try it out P.S. Oh my gosh, it's working perfectly. I decided to go the easiest way, just to check the dirtyness of the linked object. linkDirty: bool = link.IsDirty(c4d.DIRTYFLAGS_DATA) Many many thanks Thomas
  • Free plugins all in one : Boghma HUB

    General Talk
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    S
    Thank you so much. I wand trouble shooting this for a week with Paid ChatGtp (stupidGpt) it couldn’t get it right. It works !!! Thank you.
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    chuanzhenC
    @ferdinand The code works very well
  • hud depth buffer?

    Cinema 4D SDK r19 2023 python
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    ymoonY
    Added one more for... zip to remove the invisible points.
  • Plugin Tag printing randomly to the console

    Moved Bugs python
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    ferdinandF
    Hey @aghiad322, Great to hear that you solved your problem. And although I understand how you meant your last sentence, the questions of users are never inconvenient to us. All questions are welcome, but sometimes we must draw some boundaries for the scope of support. Cheers, Ferdinand
  • DescID() python doc issue

    Cinema 4D SDK python 2023
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    chuanzhenC
    @i_mazlov Thanks