• IN_EXCLUDE list with virtual objects with parameters

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    mikeudinM
    Thank you for response @ferdinand! Will try to make it with hidden tags
  • Get material / texture resolution.

    Cinema 4D SDK 2023 python
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    P
    Thanks for the good explanation and the example. Regards, Pim
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    ManuelM
    Hi, Welcome to the forum, you do not need to be sorry, we all ask basic question. There are differences between creating a script and plugins. Script is something you create inside the Script Manager. You can save them in a file and this file extension is .py. Plugins are something you must create in an external editor and save the file with the extension .pyp or .pypv (for encrypted files) with a certain plugin structure There are differents way to create an icon and a shortcut. icon for script: as state here, you can just use the command in the Script Manager to load a file that will be used as the icon for that script. If you save the script or already saved it, the picture will be saved in the same directory with the same name as the script. save the picture you want to use for a script in the same directory than your script with the same filename. icon for plugins: Plugins are registered using register commands like RegisterCommandPlugin, most of those commands allow you to pass as an argument the bitmap that will be used as the icon for that plugin. Shortcuts: To create shortcuts you must use the function AddShortcut you can check this thread where Maxime answer the question in the second part of his thread. Finally, you might want to create a palette to store your different icons and add the possibility to load the palette. Ferdinand answer this question in this thread. Cheers, Manuel
  • Redshift constants

    Cinema 4D SDK 2023 python
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    ferdinandF
    Hey @fastrube, The bump map type is an integer value as explained above by @Manuel and as explained here in a bit more verbose form in the graph description manual. Cheers, Ferdinand
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    P
    Ok, thank you.
  • Back on "message after tag delete" post

    Cinema 4D SDK python s26 sdk
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    mocolocoM
    Hi @ferdinand, Thanks a lot one more time for all the detailed examples and informations. I finally opt to a data container of the node, mostly due to the fact that the hooks are volatile and need to be set all the time. I also ran some tests with globals without having encounter issues, but indeed you need to be careful when handling this approach. Cheers, Christophe
  • Possible typo in documentation

    Cinema 4D SDK python
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    .
    Thanks for the info and adding the tag. I totally forgot that the Cafe' merged. I'm so used to approaching from my view. I actually answered somebodies question yesterday and at the very end saw the C++ tag and hit delete Thanks for tips on the GUI. I was able to implement what I needed.
  • Changing DataType of a Value Node

    Cinema 4D SDK 2023 python
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    ManuelM
    Hi @bentraje, Nodes and ports are GraphNode. A GraphNode can store any kind of maxon Data. Using SetValue or SetDefaultValue on the "True Node" level will not change the value of a port. That is why you still need to find the port you want to change the value. SetDefaultValue internally encapsulate the value in a maxon.Data and use the SetValue function to define the value for the ID DESCRIPTION::DATA::BASE::DEFAULTVALUE. I do not see any advantage using SetValue instead of SetDefaultValue. While the GraphNode can receive any kind of Maxon Data, you can still define the DataType it should use. You must use the function SetValue to define the ID "fixedtype". In c++ you would do something like this: port.SetValue(nodes::FixedPortType, GetDataType<neutron::OBJECT_FLAGS>()) iferr_return;. Unfortunately, you cannot do it with python because you cannot define the datatype. If the Datatype is not defined, it will be deducted from the incoming or outgoing connection. In the case of the "Type" node, you are defining the port's value with this ID "net.maxon.parametrictype.vec<2,float>". This ID will allow the system to call the right CoreNode to manage this kind of DataType. The Datatype of this port is maxon::Id. I hope it is a bit clearer. I will try to add that to one of our manuals or in the documentation itself. Cheers, Manuel
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    J
    @ferdinand Thank you so much. Adding: inheritance1.Message(c4d.MSG_MEUPREPARE, doc) Solved the issue.
  • FindNodesByName Not Working As Expected

    Cinema 4D SDK 2023 python
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    B
    @m_adam slr. can confirm the FindNodesByName now works as expected on the illustration code I used previously. Thanks
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    @manuel said in Unable to Retrieve the Input Port of Value Node: port = node.GetInputs().FindChild("in") Ah I gotcha. I always forget about displaying IDs in hte preferences since I'm hopping between old and newest versions of C4D. My bad. Anyhow, works as expected.
  • API for Adding a Port on a Group Node?

    Cinema 4D SDK 2023 python
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    @manuel Thanks for the illustration. Works as expected. When you have this statement: maxon.GraphModelHelper.FindNodesByAssetId(graph,"net.maxon.node.type", True, value) valueNode = value[0] inputNode = valueNode.GetInputs().FindChild("in") I'm guessing this part of my previous code is no longer working and so we need to reestablish the variable again. value = selectedNodes[0] Anyhow, thanks again. Closing this thread now
  • Set PYP file syntax highlighting in VS Code?

    General Talk r25 python
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    M
    Btw if you install the Cinema 4D Vs Code extension, pyp extension should be added as Python.
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    M
    Hi @FSS first of all happy new year ! And I'm glad that you found a solution however even if this is in the documentation we don't explicitly support PyCharm and only provide a dummy package to have autocompletion working with any Python instance. But C4dpy is not supported by all IDE and we can't provide any support there. If you want to have a better IDE workflow we released a plugin for Visual Studio Code, requiring a Cinema 4D plugin and a VS Code plugin. Finally I moved this topic to general talk as it this is nothing related to Cinema 4D API. Cheers, Maxime.
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    ManuelM
    @kng_ito said in How to get weights from a Vertex Map tag on an uneditable object: Sorry for asking a question that has already been resolved in another thread. Don't worry, we are glad to help. Cheers, Manuel
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    ferdinandF
    Hey @thomasb, Thank you for the clarification. Yeah, this setup requires you modifying the cache. So, the slow performance version with disabling the optimization is the best you can do when approaching things in such brutish manner. FYI: I do not have much time this week, so this is all the help you will get this week from me, but I am happy to help you next week if you still need help then. Things you can do: Turning off the optimization will calculate the cache every time Cinema 4D asks for it. Depending on how your blinking works, you might not have to calculate the cache every frame. Just determine when a new cache is needed and when not, as demonstrated in my first posting. When in 99% of the cases 99% of your old invalid cache is still good, nothing prevents you from either caching expensive to compute parts yourself or modifying the existing cache and return that as the new one. Changing a selection state is such an example of where 99.9% of the expensive work is still valid. It would be quite easy to do, when selection tags could reach into caches, but they cannot. So, you cannot have a selection tag on a generator (in Python) which indexes elements of the cache. But you can have a selection tag inside the cache which is referenced by for example a material on the generator holding the cache. With this knowledge, you can: Write a solution following (2.) where everything happens in the object, but in most cases, you just modify an existing cache instead of creating a new one. Do the same, but here you use a tag to modify the cache. This is a little bit dicey, as you should not mess with caches. But in this specific form, where we only change the selection state of a selection tag inside the cache, it should be okay. All other external cache modifications are off limits and can lead to crashes when you do not know what you are doing. In a nicer variant, you would implement the tag as a TagData plugin, but I provided a simple Python programming tag version below. The shader solution is not viable in Python; it will be too slow. You will also need quite some math knowledge and reverse engineering skills, as you would have to sort of reimplement texture mapping. PS: In your more complex setup, this could mean that you just change the materials on things. Although consolidating things inside caches is always advantageous. The more generators your cache contains, the more expensive it will be to evaluate the cache of your object. When possible, it is always better to return a single polygon object as your cache result, or at least a tree which contains only null objects and polygon objects, and no generator objects as the Sphere object, instance-objects, cloners, etc., i.e., things which must be cached themselves. When the cache for an object is being built, all that stuff is converted to polygons anyway. But when you return one hundred instance objects which reference a sphere generator each, cinema will have to build 102 caches in total: one for your object, one for the sphere object, and one hundred for the instance objects. When you just return one polygon object which contains all the geometry, Cinema 4D must build only one cache. In Python this fact is a little bit mitigated by the slowness of Python, and it can be advantageous to push things to C++, but your cache is too complicated IMHO. Just construct your LED once, then build the cache for it, copy the cache thirty-five times, modify the position and material of each copy, and return these thirty-five copies under a null object as your object cache. Cheers, Ferdinand File: led.c4d Result:[image: 1674038759398-led_ani.gif] Python Generator object: import c4d op: c4d.BaseObject # The Python Generator object containing this code. def main() -> c4d.BaseObject: """Returns a clone of the polygon object linked in its first user data field. """ source: c4d.PolygonObject = op[c4d.ID_USERDATA, 1] if not isinstance(source, c4d.PolygonObject): return c4d.BaseObject(c4d.Onull) clone: c4d.PolygonObject = source.GetClone(c4d.COPYFLAGS_NO_HIERARCHY | c4d.COPYFLAGS_NO_BITS) clone.SetMg(c4d.Matrix()) return clone Python Programming tag: import c4d doc: c4d.documents.BaseDocument # The document evaluating this tag. op: c4d.BaseTag # They Python Programming tag containing this code. def main(): """Reaches into the cache of its host object and modifies it. """ # Get the host object, its cache, and find the polygon selection tag on it. obj: c4d.BaseObject = op.GetMain() if not isinstance(obj, c4d.BaseObject): return cache: c4d.BaseObject = obj.GetCache() if not isinstance(cache, c4d.PolygonObject): return tag: c4d.SelectionTag = cache.GetTag(c4d.Tpolygonselection) if not isinstance(tag, c4d.SelectionTag): return # Get the current document frame and the selection of the tag and flush it. In practice you could # also make this parameter driven, but for expressions, tags, it is also fine to make things # automatic as such. frame: int = doc.GetTime().GetFrame(doc.GetFps()) bs: c4d.BaseSelect = tag.GetBaseSelect() bs.DeselectAll() # Define the indices of 100 cap polygons, and pick the polygon which matches the current time. states: list[int] = [n for n in range(4, 599, 6)] i: int = states[frame % 100] # Set the new selected element. bs.Select(i)
  • Can REAL MIN / MAX value be changed on Init?

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    mocolocoM
    Hi there, Was the issue fixed on R2023 or R2024? Thanks, Christophe
  • Make Description Parameter Uneditable

    Cinema 4D SDK r23 2023 python windows
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    ThomasBT
    @ferdinand As always thank you very much Ferdinand, it works as expected
  • RS Proxy Export Parameters?

    Cinema 4D SDK 2023 python
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    False Alarm. Found it under C:\Program Files\Maxon Cinema 4D 2023\Redshift\res\description instead. Hehe. Closing this thread now.
  • RenderDocument produces different color

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    ferdinandF
    Hey @moghurt, this is on our radar, but I cannot give an ETA when this will be auotmated. Cheers, Ferdinand