• 0 Votes
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    M
    Hi Ferdinant, Great! Thank you for your support - I really appreciate it! with... asset: maxon.AssetDescription = repo.FindLatestAsset( maxon.AssetTypes.File(), aid, maxon.Id(), maxon.ASSET_FIND_MODE.LATEST) version_string: str = maxon.AssetInterface.GetVersionString(asset) version_string = version_string[:-19].strip() #deleting the timestamp I could filter out the Version String. Thank you again for your help. Cheers, MPB
  • 0 Votes
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    K
    Hi @ferdinand , Thank you for your detailed answer. I will look into the details and try to understand the concepts. For now the issue is solved. Thank you as always.
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    lasselauchL
    Thank you, Ferdinand. (Again!) That was exactly what I needed. It's working great now! Thanks for taking the time to answer this so thoroughly and quickly! Cheers, Lasse
  • How to change the Node spaces

    Cinema 4D SDK python 2025 windows
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    ferdinandF
    Hello @gelobui, 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 It depends a bit on how you mean your question. There is GetActiveNodeSpaceId which allows you to get the ID of the current node space. But there is no setting equivalent of that function. So, you cannot set a node space by its ID. What you can do, is call the command which switches node spaces. These are however dynamically assigned and can have a different meaning, depending on how many render engines are installed. You can just check the script log after changing the space. On this installation I have for example no extra render engines or node spaces installed, therefore Redshift is there 72000, 4. [image: 1765458881919-a0da1ed7-7add-456e-a8cc-63d8bd1ced2a-image.png] But on this machine I have the C++ SDK installed and therefore the Example nodes space, so Redshift is now 72000, 5: [image: 1765459007165-49b0838b-49d5-4f14-b638-811d8d26ada4-image.png] When you really want to do this in a fail safe manner, you would have to parse the menu of Cinema 4D to know with which sub-id to call CallCommand. Cheers, Ferdinand
  • ObjectData handles - Unexpected position jitter

    Moved Bugs python 2026
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    ferdinandF
    Good to hear!
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  • KeyFrame User Data from Xpresso driven User Data

    Cinema 4D SDK python
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    ferdinandF
    Hey @JoelJohera, it is kind of hard to follow your question and solution, as the former lacks a scene for context and for the latter I am not quite sure what you fixed. But when it works for you I am happy Cheers, Ferdinand
  • How to get edge 'island' selection

    Cinema 4D SDK python 2026
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    ferdinandF
    Hey @BretBays, Let me answer a few things, I although I still have the feeling we are not at the bottom of things yet. So my idea(based off a maya tool used at work) is to be able to select those loops myself with edges, and have it run the interpolation on all the loops at once(well, at once as far as clicking apply once and it does each loop for you). You can of course implement a point, edge, or polygon loop or ring selection yourself. But my advice would be to use the builtin tool programmatically unless you really have to implement your own tool. Because while a simple loop selection is relatively trivial, a production level loop tool is then quite a bit of work, due to all the edge cases you have to handle. The issues I am running into is that it seems like working with edge selections is very cumbersome in Cinema. [...] I don't know I just am having a hard time wrapping my head around these concepts in Cinema. Is it possible to pass in an edge ID and work with edge ID's or do you have to go through the polygon info and all of that to get them? Cinema 4D does not store edges explicitly, as this would unnecessarily increase the size of a scene. One can sufficiently describe polygonal geometry as a set of points for the vertices, and a set of ordered quadruples of point indices for each polygon. This is common practice in 3D applications and called 'indexed face set'. You always have to go through the polygons and points to work with edges. Edges are effectively just a smoke and mirrors convenience feature for end users. One could argue how much front-end wrappers for edges an API requires to be easy to use, but I would say Cinema 4D is there at least okay. You can find helper functions for edges on PolygonObject and SendModelingCommand supports edge selections directly. In short, for each perceived user edge E_p, exist n 'real' or 'raw' edges for the indexed face set, where n is either 1 or 2 when the is mesh manifold (or larger when non-manifold). If n=1, then E_p is a boundary edge, otherwise it is an internal edge shared by two polygons. This is due to these two polygons having two have opposite winding orders for that shared edge when the polygons are meant to face into the same direction. The following diagram illustrates this (arrows indicate the winding order of the polygons): a- → -b b- → -e | | | | ↑ P ↓ ↑ Q ↓ | | | | d- ← -c c- ← -f Fig. 1: Two polygons P and Q sharing the user perceived edge E_p defined by the points b and c. The lower case labels denote unique point identifiers in the indexed face set, not a point order within the polygon. The polygon P is defined as (a, b, c, d) and the polygon Q as (b, e, f, c), i.e., a and b are the first vertex of each polygon respectively. The arrows describe the winding order of the polygons. The global raw edge index is defined as rawEdgeIndex = polygonIndex * 4 + localEdgeIndex. E.g., when P would have the polygon index 2 and Q the polygon index 6, then the user perceived edge E_p would correspond to the two raw edges indices p_bc = 2 * 4 + 1 = 8 (edge bc in P which is the second edge, i.e. local index 1) and q_cb = 6 * 4 + 3 = 27 (edge cb in Q which is the fourth edge, i.e. local index 3). Here are some code examples and forum posts about working with edges in Cinema 4D's Python API: geometry_polgyon_edges_2024: This is the official example script showing how to work with polygon edges in Cinema 4D 2024. It explains how to access and identify edges in a polygon object. Select Edges by Length: An example that shows how to select edges based on their length. Select Polygons Facing into the Same Direction: Not directly related to edges, but I talk here about the fundamental concept of a winding order, which is important when working with polygon edges. Cheers, Ferdinand
  • 0 Votes
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    ferdinandF
    Hey @Simon-Lucas, 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 Do you really mean you are on R25? Or do you mean you are on 2025? Anyway, please share an example scene and the code you have so far. Otherwise we won't be able to help you. Cheers, Ferdinand
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    ymoonY
    @ferdinand Thank you. It works well. --> tag.Message(c4d.MSG_EDIT)
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    chuanzhenC
    @ferdinand Thanks for reply Other channels(BOX,X-Ray....) also seem to be unfeasible, and currently it seems only can accept this limitation (affected by depth of field) Due to the current not to transfer to C++, some plugin ideas are indeed somewhat unusual only using some simple C4D drawings to generate Bitmaps, so I did not pay attention to the handling of Ocio. I will carefully read the manual on this aspect in the document.
  • 0 Votes
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    ferdinandF
    Hey @lionlion44, yes, that is the correct answer. The subject comes up from time to time, here is an answer of mine which is about the very case of yours - discovering substance channels. Cheers, Ferdinand
  • Educational Licenses

    Cinema 4D SDK python windows 2025
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    DunhouD
    @ferdinand Thanks for your great examples! Very helpful!
  • set GvNode value via python

    Cinema 4D SDK windows python 2026
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    DunhouD
    Thanks for @ferdinand awesome answer! I found DescLevel and DescId always confused to me, but them do can access more than simple set item, time to dive deeper to the DescLevel part Cheers~ DunHou
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    Hey ferdinand, I mixed different questions - I'll keep to the theoretical part to keep the Post relevant to the original question. I appreciate the informative post as always. Parametric concept of a spline is clear to me -> that's why i asked about "C4D can not get more precise than a 0° degree line object ?" which was formulated to lose as 0° is mathematical problematic? and I know 0.1 would be better. sorry about that. The tip about spline 'Adaptive' setting was a good hint, I never use it in work so I forgot about it. So to summarize regarding my question. The Line object always samples what the user has set in the spline settings and not by a unknown internal setting (for example to give good viewport performance, or nice equal sections) And its a better fit for my application, hence there is no "linear transport" shenanigans going on. And if I want to display a high resolution of my calculation, I make an internal copy of that spline and edit the spline settings, instead of sampling a low division spline with spline helper. Normalization / Jagged lines: I use Menger-Krümmung. -> will open a new topic. Your code might come in handy when I'll extend the plugin to polygon meshes. ... ... ... Remark as humans cannot see that level of detail. I have to disagree on this topic. As a tell tale we import CAD data here into C4D to evaluate the work of the engineers. Not long ago I said to our surface engineer. "take a look at the end of that surface something feels off, it looks like the surface is lifting" -> The engineer reportet back "you just spoted a 0.001mm surface deviation of an unconstrained spline ending I did not set." We could argue that the seen result was in fact not 0.001mm but perhaps to surface setup more than 1mm, (or by some rounding error C4D normal tag shading where continuous and then stagnant for 1 pixel) but my point is settings in precision are important and carry through till the final product. Even though a setting of 0.1° for a spline might might be unsuitable in most cases (rendering, performance, ...) it is not for evaluation. So even C4D and all that rounding / conversion / floating point precision might look like unrealiable, unecessary or even esotheric it caries through to a certain degree and its more reliable than you think. (Yes we evaluate in the original CAD Program, but the tale is that I saw something even after importing it into C4D) As reference to why I need this: Blender Plugin: Surface Diagnostics - Josef Ludvík Böhm Thank You
  • 0 Votes
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    ferdinandF
    Hey, almost forgot: We have fixed this, an upcoming release will contain the fix . We, however, went with a fix removing the offending call instead of fixing the incorrect progress handler method (which was the issue). So, in other words: The workaround I showed here won't work in future versions, as the number of progress calls will be halved. Before one got two calls per update when rendering with the preview renderer: One for the correctly working image progress update and one for the buggy generic progress update. We have removed the latter. Halving the number of calls is more technically correct, since it made no sense to call the progress hook twice per update but will break any plugins that relied on that incorrect behaviour. Cheers, Ferdinand
  • 0 Votes
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    ferdinandF
    FYI, there has been a verified fix for the Booleans crash, it will be included in an upcoming release of Cinema 4D.
  • Several Asset Browser Issues

    Cinema 4D SDK 2026 2025 python
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    B
    Hi @ferdinand Thank you for the reply and I totally understand your point. I think I will try to find another solution and will adjust my rigs to maybe get rid of the python tag thats causing the issue. I wasn't aware that this is considered "dark magic" python code^^ haha Thank you once again for your efforts! Cheers, Ben
  • Setting Preferences via script

    Cinema 4D SDK python 2025 2026
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    ferdinandF
    Hello @CJtheTiger, I am not quite sure how your question is meant, and generally new questions should constitute new topics. When you are asking, if when there is an ID_FOO: int = 12345 in V1, if we then just silently switch out the numeric value to ID_FOO: int = 54321 in V2, then the answer is sort of yesn't. We try to keep identifiers persistent. And for things like plugin IDs this is true without ifs and buts. I.e., once Ocube: int = 5159 has been defined, it will stay like this. But parameter values, e.g., PRIM_CUBE_LEN: int = 1100, can technically change. The goal is also to keep them persistent but in ABI breaking releases we sometimes have to modify descriptions. That is why we recommend that you always use symbols and not numbers. Cheers, Ferdinand
  • Editable Object Plugin returns Null after scaling

    Cinema 4D SDK python
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    ferdinandF
    Hey @JH23, there is no need to apologize for a lack of context. Now that I read your first posting again, it is actually perfectly clear what you are asking for. I just did not read it properly, my bad, sometimes this happens when I am in a hurry. The answer to your question is not trivial, but the TLDR is that you have only little control over it. There exist two commands, 'Current State to Object' (CSTO) and 'Make Editable' (ME). CSTO is basically the less aggressive version of ME, where it runs through all the elements of a cache of something and tries to collapse them gracefully (which could result in output that is still collapsible itself). ME more aggressively flattens the cache hierarchy. For both commands, at the very basic level, there is the distinction between generators and and non-generators. When you CSTO some generator object which just holds another generator in its cache (imagine your GetVirtualObjects or main just returning c4d.BaseObject(c4d.Ocube)), it will just return a copy of that generator (which is still a generator, i.e., something that has a cache). But when your generator returns a non-generator, i.e., a discrete PolygonObject, it will wrap the copy of this cache in a null when returning it. But that is not all of it. Because, there are also functions such as TransferDynamicProperties and OptimizeHierarchy which ensure that relevant scene data is kept and the output is as compact as possible. They run after ME/CSTO by further manipulating the ME/CSTO output. The original MEed/CSTOed object might have had a transform which must be copied onto the flattened output, so that it has the same transform in world space. Objects often also hold hidden data in form of tags in Cinema 4D which might have to be copied from the original object onto the flattened result. This all might lead to the functions either removing unnecessary null objects which before have been created by ME/CSTO or adding new ones. That your scale manipulations result in an extra null is a bit surprising, but that must have to do with the transform normalization code which runs after ME/CSTO. At first I thought, it might transfer the scale to the null object, so that it can normalize the scale of the cache. But that is not the case, it is still the cache object which has the scale 2 when you CSTO/ME your generator. I would really have to debug this in detail, to find out why exactly this happens. But in general, I would advise against scaling the matrix/transform of an object, and instead, apply the scale to the points of a discrete PolygonObject or the parameters of a BaseObject itself. Transforms which have axis components of non-unit length (i.e., a scale != 1.0), often lead to problems. The important message is that even when you find a solution which gives you the desired flat cache for this problem (by for example scaling the points), there could be countless other scenarios such as a user having a MoGraph tag on your generator or something like that, where then MEing or CSTOing would result in a null + cache output. You should not build your code on the assumption that the MEed or CSTOed output of your generator will always be flat (or the opposite), because you simply cannot guarantee that. Not the most satisfying answer, I know, but I hope it helps to clarify the situation. Cheers, Ferdinand Here is how you could post process points with a transform: def main(): obj: c4d.PointObject = Cube() # We could of course also just pass this #transform into your #Cube function, to do it right # there. But we are making a point of doing this as a post processing step (so that we can do # this at any point in time). We scale all points by a factor of 2 and rotate them 45° on the # Y axis in the coordinate system of the object. When we now CTSO your object, we have a flat # output. transform: c4d.Matrix = (c4d.utils.MatrixScale(c4d.Vector(2, 2, 2)) * c4d.utils.MatrixRotY(c4d.utils.DegToRad(45))) obj.SetAllPoints([n * transform for n in obj.GetAllPoints()]) obj.Message(c4d.MSG_UPDATE) return obj