• ObjectData plugin. How to store class object data?

    Cinema 4D SDK python r23
    4
    0 Votes
    4 Posts
    1k Views
    ferdinandF
    Hey @mikeudin, that the problem appears when calling "Reset To Default" command (from context menu or by right-click on arrows) What does constitute as 'the problem' here for you? But: You should initialize the data parameter with .InitAttr. I forgot to do that in my code example myself and now have added it. But that should not be the cause of your problem, whatever it is. As shown above and in the other thread, Cinema reinitializes nodes that users would consider "the same". A hook is reinitialized for the same node when that node has been reallocated. When some data is not recomputable, or too expensive to, you must the check in Init if the data does already exist. # The actual tag in the scene is allocated and initialized. Init: mem: 0X7F95D530E3C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D5318500, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01$\xc1\xf7\x00Q9\x00\x00' Free: mem: 0X7F95D5316640, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01$\xc1\xf7\x00Q9\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D5314FC0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D52E9E40, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01p\xc9\xf7\x00\xc49\x00\x00' Free: mem: 0X7F95D52E30C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01p\xc9\xf7\x00\xc49\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D52FB3C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D53096C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\xdd\xcd\xf7\x006:\x00\x00' Free: mem: 0X7F95D530A180, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\xdd\xcd\xf7\x006:\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D5309F00, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D52F9D00, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x9c\xd9\xf7\x00\xaf:\x00\x00' Free: mem: 0X7F95D52FD980, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x9c\xd9\xf7\x00\xaf:\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D52FD940, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D5317A80, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01,\xdd\xf7\x00Q;\x00\x00' Free: mem: 0X7F95D5313EC0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01,\xdd\xf7\x00Q;\x00\x00' Other than that, I cannot say much, without understanding what is exactly going wrong. We will also need executable code, so that we can debug things ourselves as this is not a trivial topic. Cheers, Ferdinand
  • Getting only the last value of the slider (slide)

    Moved Bugs 2023 python
    5
    1
    0 Votes
    5 Posts
    2k Views
    P
    Great work!!! Thank you. Regards, Pim
  • 0 Votes
    3 Posts
    890 Views
    T
    would love to see that being added. the HUD is amazing for internal tooling
  • 0 Votes
    3 Posts
    763 Views
    i_mazlovI
    Hi @pim, Thanks for reaching out to us. The links are document-specific so they only make any sense in the context of the document that they were created in. It means that once stored, restoring them back would only correspond to the exact same objects in the exact same document. If it's not your case, then you'd need to define the criteria of what you mean by two objects being the same (is it only a name or a combination of the name with any other properties, e.g. hierarchy?). However, if the context of these objects stays the same, then you can use the same trick as @ferdinand mentioned in the point selection thread. Namely, using MAXON_CREATOR_ID for extracting the UUIDs of the objects. These UUIDs can be stored in the Hyperfile (just as simple strings). So whenever you need to restore them, you would need to traverse the document tree and compare the actual object UUID with the one you're restoring. One can also use GetClassification() function to retrieve the type of the object, which would make traversing the document a little more efficient. Please find the sample script implementing the explained approach below. Let me know if you have any further questions. Cheers, Ilia [image: 1684233709032-cinema_4d_ifzokeu8lw.gif] import c4d LINK_OBJ_ID = 1001 LINK_MAT_ID = 1002 BTN_SAVE_ID = 1003 BTN_LOAD_ID = 1004 BTN_RESET_ID = 1005 HF_IDENT = 49545 PATH = 'd:\\_tmp\\lnkbox.bin' class MainDialog(c4d.gui.GeDialog): def __init__(self): self.linkBoxes : dict[int, c4d.gui.BaseCustomGui] = {} def CreateLayout(self): self.GroupBegin(2001, c4d.BFH_FIT, cols=1) self.linkBoxes[0] = self.AddCustomGui(LINK_OBJ_ID, c4d.CUSTOMGUI_LINKBOX, "Obj", c4d.BFH_SCALEFIT, 100, 4) self.linkBoxes[1] = self.AddCustomGui(LINK_MAT_ID, c4d.CUSTOMGUI_LINKBOX, "Mat", c4d.BFH_SCALEFIT, 100, 4) self.GroupEnd() self.GroupBegin(2002, c4d.BFH_FIT, cols=3) self._btnSave = self.AddButton(BTN_SAVE_ID, c4d.BFH_SCALEFIT, name="Store links") self._btnLoad = self.AddButton(BTN_RESET_ID, c4d.BFH_SCALEFIT, name="Reset links") self._btnSave = self.AddButton(BTN_LOAD_ID, c4d.BFH_SCALEFIT, name="Load links") self.GroupEnd() return True def Command(self, id, msg): if id == BTN_SAVE_ID: self.save(PATH) elif id == BTN_LOAD_ID: self.load(PATH) elif id == BTN_RESET_ID: self.reset() return True @staticmethod def GetUUID(node: c4d.C4DAtom) -> bytes: """Returns an UUID for #node which identifies it over reallocation boundaries""" if not isinstance(node, c4d.C4DAtom): raise TypeError(f"{node = }") data: memoryview = node.FindUniqueID(c4d.MAXON_CREATOR_ID) if not isinstance(data, memoryview): raise RuntimeError(f"Could not access UUID for: {node}") return bytes(data) @staticmethod def traverseSubtree(bl : c4d.BaseList2D): """Half-recursively iterates over baselist elements and its children""" while bl: yield bl for child in MainDialog.traverseSubtree(bl.GetDown()): yield child bl = bl.GetNext() @staticmethod def traverseDocument(doc : c4d.documents.BaseDocument, callBack, classification): """Executes callback for each document element depending on classification""" if doc is None: raise ValueError("doc is None") bl : c4d.BaseList2D = None if classification == c4d.Obase: bl = doc.GetFirstObject() elif classification == c4d.Mbase: bl = doc.GetFirstMaterial() for op in MainDialog.traverseSubtree(bl): if not callBack(op): # callback returns false if no further traversing needed return def reset(self): """Reset links in the gui""" for lnkbox in self.linkBoxes.values(): lnkbox.SetLink(None) def save(self, path): """Store links UUID and Classification in the Hyperfile""" bcFile = c4d.BaseContainer() hf = c4d.storage.HyperFile() if hf.Open(ident=HF_IDENT, filename=path, mode=c4d.FILEOPEN_WRITE, error_dialog=c4d.FILEDIALOG_NONE): for idx, lnkbox in self.linkBoxes.items(): lnk : c4d.BaseList2D = lnkbox.GetLink(c4d.documents.GetActiveDocument()) if lnk is None: print("No link selected!") continue uuid : str = MainDialog.GetUUID(lnk).hex() bc = c4d.BaseContainer() bc[0], bc[1] = uuid, lnk.GetClassification() bcFile.SetContainer(idx, bc) hf.WriteContainer(bcFile) else: c4d.gui.MessageDialog("Couldn't open file for writing") hf.Close() def load(self, path): """Unpack UUIDS from Hyperfile and search for corresponding objects""" uuid : str = None obj : c4d.BaseObject = None classification : int = 0 def process(op): """Callback lambda: store object once the correct one has been found""" nonlocal obj if op is not None and MainDialog.GetUUID(op).hex() == uuid: obj = op return False return True hf = c4d.storage.HyperFile() if hf.Open(ident=HF_IDENT, filename=path, mode=c4d.FILEOPEN_READ, error_dialog=c4d.FILEDIALOG_NONE): bcFile : c4d.BaseContainer = hf.ReadContainer() for idx, lnkbox in self.linkBoxes.items(): bc : c4d.BaseContainer = bcFile.GetContainer(idx) uuid, classification = bc[0], bc[1] MainDialog.traverseDocument(c4d.documents.GetActiveDocument(), process, classification) if uuid is not None and obj is not None: lnkbox.SetLink(obj) else: c4d.gui.MessageDialog("Couldn't open file for reading") hf.Close() if __name__=='__main__': dlg = MainDialog() dlg.Open(c4d.DLG_TYPE_ASYNC, defaultw=256, xpos=-2, ypos=-2)
  • ExecutePasses to slow

    Cinema 4D SDK python
    8
    0 Votes
    8 Posts
    2k Views
    J
    Hello @Joel, without further questions or postings, we will consider this topic as solved by Friday, the 11th of august 2023 and flag it accordingly. Thank you for your understanding, Maxon SDK Group
  • Command line Rendering Takes

    Moved General Talk python
    2
    0 Votes
    2 Posts
    618 Views
    ferdinandF
    Hello @emlcpfx, 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 follow the idea of keeping things short and mentioning your primary question in a clear manner. About your First Question Since your question is not related to any of the Cinema 4D APIs, it is unfortunately out of scope of support for Plugin Café. I therefore have moved your question to our off-topic forum. The SDK group of Maxon which runs this forum cannot provide an answer in this case, although you might receive a community answer. To receive an answer from Maxon, you should reach out to our support team via a Support Request. When you want to solve the problem programmatically, you are welcome to open a new topic here. This would then however not happen via the commandline app but either the c4dpy or Cinema 4D app. Note that there is no direct solution in our APIs either, likely because Cinema 4D itself does not offer that feature out of the the box. But it should be solvable with ~300 lines of code script. One approach could be to save (temporary) variants of a file for each take in it and launch them then with the render queue as sperate renders. Please also note that we cannot write your script(s) for you, but we are more than happy to help you along the way. So Cheers, Ferdinand
  • TreeView DropDown Menu

    Cinema 4D SDK
    3
    0 Votes
    3 Posts
    1k Views
    ferdinandF
    Hello @simonator420, Thank you for reaching out to us. As announced here, Maxon is currently conducting a company meeting. Please understand that our capability to answer questions is therefore limited at the moment. I am slightly confused about the nature of your questions, especially in the context of the reply from @mogh. TreeViewFunctions.GetDropDownMenu lets you define the content of drop down menus in a TreeView, and the slightly ill named SetDropDownMenu lets you react to an item being selected in such menu. The 'problem' with your code snippet is that you do not differentiate the drop down gadgets which are set in GetDropDownMenu. Like many methods of TreeViewFunctions it is called for each cell in the tree view table, where lColumn denotes the column as defined in your TreeViewCustomGui.SetLayout call, and obj denotes an item in your root, so sort of the row in the tree. lColumn becomes meaningless when your tree view has only one column of type LV_DROPDOWN. How to make sense of obj, depends on the shape of the data you passed as root. When root root is just a list[object], you could for example alternate between even and odd rows like this. def GetDropDownMenu( self, root: list[object], userdata: any, obj: object, lColumn: int, menuInfo: dict): """Simple example for defining the menu content based on the position of #obj in #root. """ index: int = root.index(obj) if index % 2 == 0: menuInfo["menu"][1000] = "Even row first option" menuInfo["menu"][1001] = "Even row second option" else: menuInfo["menu"][1000] = "Odd row first option" menuInfo["menu"][1001] = "Odd row second option" menuInfo["state"] = int(menuInfo["state"]) In practice, the content of a drop down is more likely to be determined based on the fields of obj (e.g., if obj.a == "foo" then Menu1 else Menu2)rather than its relative position in root (be it a list-like or tree-like data structure). Cheers, Ferdinand
  • 0 Votes
    11 Posts
    2k Views
    indexofrefractionI
    @ferdinand first of all, I understand your frustration, we just yesterday talked about the state of the Nodes API and are well aware of its hurdles for anything but super-experts. you can say that aloud! the whole system is very hard to understand. the only thing i got is all we know about traditional materials and even shaders is for the bin. node support evolved over time and most node examples do not work for people still using older c4d versions. also there are misc 3rd-party renderers that use different kinds of nodes / node systems. Drag & drop of attributes to the console doesn't work anymore, as well. the days of easy scripting are gone..
  • Create User Data with Data Type Spline

    Cinema 4D SDK python 2023
    4
    0 Votes
    4 Posts
    1k Views
    ferdinandF
    Hey @pim, It is great to hear that your problem is solved. And to be clear: You can use ChatGPT and Co. to write your code; I would simply ask you to disclose it if you post code (partially) generated by a bot. We understand and agree that chat bots can be a useful tool especially for beginners. But they also have a tendency to write code that is just made up gibberish. When we know that the code has been written by a bot, we can say "that is just noise/garbage". If we do not, we have to point out all problems individually, not only to not offend the author by calling his or her code "garbage", but to also to help the user to understand his or her mistakes. Cheers, Ferdinand
  • Getting the spline from the SplineCustomGui

    Cinema 4D SDK python 2023
    2
    1
    0 Votes
    2 Posts
    584 Views
    ferdinandF
    Hello @pim, Thank you for reaching out to us. As announced here, Maxon is currently conducting a company meeting. Please understand that our capability to answer questions is therefore limited at the moment. The custom GUI for SplineData has its own dedicated GUI type, c4d.gui.SplineCustomGui as pointed out by yourself. So, you must use SplineCustomGui.GetSplineData instead of the generic BaseCustomGui.GetData. Cheers, Ferdinand
  • 0 Votes
    4 Posts
    911 Views
    K
    Hi @m_adam, Sorry for the delay in responding. Yes, the problem has been resolved.
  • wordwrapping difference between r23 and r2023.

    Cinema 4D SDK python r23 2023
    3
    0 Votes
    3 Posts
    911 Views
    D
    hi, thank you - but it has become unnecessary. i did not realize that there is a checkbox in the preferences, called "Script Word Wrap", which was activated while i was working in r23 (probably since the first installation of r23, back in the day), but deactivated (i guess, that's the default setting) in my fresh installation of r2023. it's fine now. i'll mark this one as solved.
  • Need help with Bend-Deformer in Object-Plugin

    Moved Bugs r23 2023 python windows
    6
    0 Votes
    6 Posts
    2k Views
    M
    Hello @ThomasB, without further questions or postings, we will consider this topic as solved by Monday 05/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • how to close c4dpy inside a script?

    Cinema 4D SDK python
    3
    0 Votes
    3 Posts
    830 Views
    M
    Hello @JACK0319, without further questions or postings, we will consider this topic as solved by Monday 05/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • set only the value of a dialog gadget

    Cinema 4D SDK python
    6
    0 Votes
    6 Posts
    1k Views
    D
    huge thanks again @m_adam! the trick with storing the data in a dictionary was super helpful. now i can jump between documents and the dialog updates properly. cheers, sebastian
  • 0 Votes
    3 Posts
    695 Views
    i_mazlovI
    Hello @DjNikMax, 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 follow the idea of keeping things short and mentioning your primary question in a clear manner. About your First Question The goal you're trying to achieve is a unclear and the proposed steps look redundant. There're a couple of topics I'd like to mention regarding your provided code: Using doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_CHILDREN) doesn't make any sense in this context, because children are removed when calling "Connect Objects + Delete" command Using c4d.CallCommand(16768) applies this command to the currently selected objects (rather than to the obj on the current loop iteration) If you process objects one-by-one there's no need to group it beforehand, the "Connect Objects + Delete" command can be run directly on the object itself. This would bake rotation and scale into the mesh itself, the position would remain exactly the same as in the original object (without any extra step, no need to instantiate the object and copy it's coordinates back to the baked mesh) If you want to zero-out object position after baking it, you might want to look into freeze transform functionality: c4d.ID_BASEOBJECT_FREEZE_P If you anyways want to deal with transformations, you can check the thread about matrices, mentioned in above. @mogh, thank you for sharing! Let me know if you still have any questions. Cheers, Ilia
  • how to track if the document has changed?

    Cinema 4D SDK python
    4
    1 Votes
    4 Posts
    1k Views
    M
    Hi correct, if you look at my code I do oldDoc = self.activeDoc This means oldDoc will call the activeDoc property getter. And within it I already check for IsAlive and return None if the saved document is not alive. @property def activeDoc(self): doc = getattr(self, '_activeDoc', None) if doc is None: return None if not doc.IsAlive(): return None return doc So for my use case it's fine enough, but you are right, if you store somewhere this oldDoc variable and use it latter then yes you need to check for IsAlive. Cheers, Maxime.
  • description.SetParameter() Question

    Cinema 4D SDK r23 2023 python windows
    11
    0 Votes
    11 Posts
    2k Views
    ThomasBT
    @ferdinand At first I wanted to do it exactly like you recommended, but then I thought why, if you save 36 IDs, it's certainly more memory-efficient. And when you just rename it, you've already learned something again. Actually, I wanted to do it with separate IDs. But then I recognized that I need the exact same 3 parameters, just with other Labels. but since renaming was faster, I decided to do it. It's an update of the previous version of the plugin and it was easiest to just change the labels. I'll think about it, I've got time. Thank you because my English is not always the best, I sometimes find it difficult to read your texts. They are already very extensive in some cases. Good evening!
  • 5 Votes
    3 Posts
    1k Views
    DunhouD
    @JACK0319 Great work ! I have been using ualib for some plugins and worked very well for whatever a beginner or experienced programmer , It's definitely worth trying it [image: 1682952587810-0cf6ade8-8bae-4cd8-96f0-ff3f143c1306-image.png]
  • PYP script doesn't show up in extensions

    Moved Bugs 2023 python
    4
    1
    0 Votes
    4 Posts
    2k Views
    M
    Hi @kiesi, just replying to confirm that what @C4DS is saying is true. If you need to have a plugin installed elsewhere you can add an additional plugin lookup path in the Cinema 4D preference within the Plugin category. Otherwise you can also execute Cinema 4D with the next argument g_additionalModulePath={YourPath} or define g_additionalModulePath as an environment variable to add an additional python lookup path. Cheers, Maxime.