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    Hi @wen I've moved your topic to the bug section since it's indeed a bug, I will ping you on this topic once the fix is available, it should come in one of the next update. The issue is that the internal cache is not properly updated and therefor this is failing. With that's said there is a ugly workaround which consist of calling it twice so the cache is properly updated. Find bellow a version that is going to work in all versions import c4d import maxon import os def CreateRepFromUrl(url: maxon.Url) -> maxon.UpdatableAssetRepositoryRef: """Create a new repository from a given database URL. If there is no valid database at the given URL, it creates a database at the URL. It always create a new repository and the associated database asset, even if there are existing repositories for that database. """ # Make type checks if not isinstance(url, maxon.Url): raise TypeError("First argument is not a maxon.Url") # Create a unique identifier for the repository. rid = maxon.AssetInterface.MakeUuid(str(url), True) # Repositories can be composed out of other repositories which are called bases. In this # case no bases are used to construct the repository. But with bases a repository for all # user databases could be constructed for example. bases = maxon.BaseArray(maxon.AssetRepositoryRef) # Create a writable and persistent repository for the database URL. If #_dbUrl would point # to a location where no database has been yet stored, the necessary data would be created. if c4d.GetC4DVersion() < 2025200: try: repository = maxon.AssetInterface.CreateRepositoryFromUrl( rid, maxon.AssetRepositoryTypes.AssetDatabase(), bases, url, True, False, False, None) except Exception as e: repository = maxon.AssetInterface.CreateRepositoryFromUrl( rid, maxon.AssetRepositoryTypes.AssetDatabase(), bases, url, True, False, False, None) else: try: repository = maxon.AssetInterface.CreateRepositoryFromUrl( rid, maxon.AssetRepositoryTypes.AssetDatabase(), bases, url, True, False, False) except Exception as e: repository = maxon.AssetInterface.CreateRepositoryFromUrl( rid, maxon.AssetRepositoryTypes.AssetDatabase(), bases, url, True, False, False) if not repository: raise RuntimeError("Repository construction failed.") return repository if __name__ == '__main__': if not maxon.AssetDataBasesInterface.WaitForDatabaseLoading(): raise RuntimeError("Could not load asset databases.") dbPath = os.path.join(os.path.dirname(os.path.abspath(__file__)), "testdb") print(CreateRepFromUrl(maxon.Url(dbPath))) Cheers, Maxime.
  • Marquee Selection of Items in GeUserArea

    Cinema 4D SDK windows python 2025
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    @ferdinand Got it. Thanks you for the tips. Much appreciated
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    ferdinandF
    Hello @popandchop, 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 The question is impossible to answer in this form, we would need something concrete (a plugin and a scene which crashes for you) or a time stamp of a submitted crash report. What you do there is this code snippet looks a bit unusual. I assume from the screen shot that you are inside a GeDialog, the code looks a bit like this could be GeDialog.Command or Message. Please read the Threading Manual, invoking an event, e.g., a command, is forbidden off-main thread. But in a dialog you are usually on the main thread (but you should still check with c4d,.threading.GeIsMainThread()). What is also rather odd, is what you call there: if id == BTN_SceneRenderPictureViewer: self.Close() # This will shut down the dialog, think of it as a return statement. c4d.StopAllThreads() # This is generally the biggest nuke you can drop on Cinema 4D and should # be avoided. But in this context (a dialog that has been closed) this # seems extra dangerous. Why are you doing this? time.sleep(0.1) # This makes things even worse, as it increases the chance that the dialog # has been destroyed before the last line of this function has been # executed. If I had to guess, this is probably crashing here. c4d.CallCommand(12099) I assume you hve a modal dialog and that you run into issues with opening the picture viewer due to that? Either make your dialog non-modal (in GeDialog.Open) and then first send the command and then close the dialog or keep using a modal dialog and detach the code from the instance of the dialog. import c4d class MyModalDialog (c4d.gui.GeDialog): BTN_SceneRenderPictureViewer: int = 1000 # ... def Command(self, cid: int, msg: c4d.BaseContainer) -> bool: if cid == MyModalDialog.BTN_SceneRenderPictureViewer: MyModalDialog.CloseAndAction(self, 12099) return True @staticmethod def CloseAndAction(dlg: "MyModalDialog", cid: int) -> None: """Closes the passed dialog and executes a command. Args: dlg (MyModalDialog): The dialog instance to close. cid (int): The command ID to execute after closing the dialog. """ if not dlg or not c4d.threading.GeIsMainThread(): return dlg.Close() c4d.CallCommand(cid) if __name__ == '__main__': dlg = MyModalDialog() dlg.Open(c4d.DLG_TYPE_MODAL, defaultw=400, defaulth=300, title="My Modal Dialog") Cheers, Ferdinand
  • 0 Votes
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    ferdinandF
    Hello @Amazing_iKe, 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 @Dunhou is right, this, querying for values is not possible with graph descriptions at the moment (querying for nodes is possible to some extent) . What you could do, is use a graph query to select some node over its properties, and then just write its ID. ApplyDescription returns the true nodes of a graph sorted over their IDs. Then you could grab that node you are interested in, get the port you want, and write the value based on the existing value. Or you could let graph descriptions be graph descriptions and just use the low level API directly. You can have a look at the Nodes API examples for some inspiration how this lower level API works. On of the things I am working on at the moment, is extending the query ability of graph descriptions. What I have implemented so far, is nested queries (you can select nodes over them being connected in a specific way), more query operators (<, >, !=, regex, etc.), and something I dubbed query compositions that allows you to query one node property for more than one value, so that can do stuff like checking if something is smaller than 1, AND bigger than 0, AND not exactly 0.5, or that something matches the regex "$foo." OR "$bar.". What has been also added so far, is a new function called EvaluateQuery which allows you to run queries without having to apply a description. But this function also operates on the level that it will return nodes, and not ports or even values. I of course also have thought about this, querying for values directly, but I have not implemented it for now, as you can do it somewhat easily yourself with EvaluateQuery (and to some extent even with ApplyDescription) by just getting the port and then its value. But I understand the alure, maybe when I have time, I will fit in a EvaluateValueQuery. The update was planned for one of later 2025.X releases, but at the moment it looks more like that it will be 2026.0.0. When you need help with the lower level Nodes API, just open a posting here on the forum with what you got. Cheers, Ferdinand
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    @ferdinand Got it, thanks for the heads-up!
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    ferdinandF
    FYI: This has been fixed and will be shipped in a future version of Cinema 4D.
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    ferdinandF
    Hey @itstanthony, sorry for the delay. So, here is how you could do this. It is not the pretiest solution, but the only that works at the moment for graph descriptions. You could of course also use the full Nodes API to do this. I hope this helps and cheers, Ferdinand import c4d import maxon import mxutils doc: c4d.documents.BaseDocument # The active Cinema 4D document. def CreateMaterials(count: int) -> None: """Creates #count materials with relevant "Store Color To AOV" setup. """ mxutils.CheckType(count, int) for i in range(count): graph: maxon.NodesGraphModelRef = maxon.GraphDescription.GetGraph( name=f"AovSetup.{i}", nodeSpaceId=maxon.NodeSpaceIdentifiers.RedshiftMaterial) maxon.GraphDescription.ApplyDescription(graph, [ { "$type": "Color", "Basic/Name": "Base Color", "Inputs/Color": maxon.Vector(1, 1, 1), "$id": "base_color" }, { "$type": "Color", "Basic/Name": "Metallic", "Inputs/Color": maxon.Vector(0.0, 0.0, 0.0), "$id": "metallic_color" }, { "$type": "Color", "Basic/Name": "Roughness", "Inputs/Color": maxon.Vector(0.5, 0.5, 0.5), "$id": "roughness_color" }, { "$type": "Color", "Basic/Name": "Normal", "Inputs/Color": maxon.Vector(0.5, 0.5, 1), "$id": "normal_color" }, { "$type": "Color", "Basic/Name": "AO", "Inputs/Color": maxon.Vector(1, 1, 1), "$id": "ao_color" }, { "$type": "Color", "Basic/Name": "Emissive", "Inputs/Color": maxon.Vector(0, 0, 0), "$id": "emissive_color" }, { "$type": "Output", "Surface": { "$type": "Store Color To AOV", "AOV Input 0": "#base_color", "AOV Name 0": "BaseColor", "AOV Input 1": "#metallic_color", "AOV Name 1": "Metallic", "AOV Input 2": "#roughness_color", "AOV Name 2": "Roughness", "AOV Input 3": "#normal_color", "AOV Name 3": "Normal", "AOV Input 4": "#ao_color", "AOV Name 4": "AO", "AOV Input 5": "#emissive_color", "AOV Name 5": "Emissive", "Beauty Input": { "$type": "Standard Material", "Base/Color": "#base_color", "Base/Metalness": "#metallic_color", "Reflection/Roughness": "#roughness_color", "Geometry/Bump Map": "#normal_color", "Geometry/Overall Tint": "#ao_color", "Emission/Color": "#emissive_color", } } } ] ) def ModifyMaterials() -> None: """Modifies all materials in the scene, with the goal of removing the "Store Color To AOV" node in material setups as created above. """ for graph in maxon.GraphDescription.GetMaterialGraphs(doc, maxon.NodeSpaceIdentifiers.RedshiftMaterial): try: # Remove a "Store Color To AOV" node from the graph that matches the given AOV names. nodes: dict[maxon.Id, maxon.GraphNode] = maxon.GraphDescription.ApplyDescription(graph, { "$query": { # Match the fist node of type "Store Color To AOV" ... "$qmode": maxon.GraphDescription.QUERY_FLAGS.MATCH_FIRST, "$type": "Store Color To AOV", # ... that has the following AOV names. Graph queries currently do not yet # support nested queries, i.e., query to which nodes a node is connected to. # This will come with the next major version of Cinema 4D/the SDK. "AOV Name 0": "BaseColor", "AOV Name 1": "Metallic", "AOV Name 2": "Roughness", "AOV Name 3": "Normal", "AOV Name 4": "AO", "AOV Name 5": "Emissive", }, "$commands": "$cmd_remove" } ) # At this point we have to cheat a little bit, as the query abilities of graph # descriptions are not yet up to the task of what we would have to do here, as we # would have to query for a node by its type and at the same time set its ID, which is # not possible yet (I will also add this in a future version, but I am not yet sure when). # So what we do, is exploit the fact that #GraphDescription.ApplyDescription() will turn # dictionary/map of id:node relations and we can predict how a Redshift Output and # Standard Material will start (with "output@" and "standardmaterial@"). outputNodeId: str | None = next( str(key) for key in nodes if str(key).startswith("output@")) standardMaterialNodeId: str | None = next( str(key) for key in nodes if str(key).startswith("standardmaterial@")) if not outputNodeId or not standardMaterialNodeId: raise ValueError("Could not find Output or Standard Material node in the graph.") # Now that we have this information, we could either use the traditional Nodes API to # wire these two nodes together, or we can use the GraphDescription API to do this. # Connect the existing Output node to the existing Standard Material node. maxon.GraphDescription.ApplyDescription(graph, { "$query": { "$qmode": maxon.GraphDescription.QUERY_FLAGS.MATCH_FIRST, "$id": outputNodeId, }, "Surface": f"#{standardMaterialNodeId}" } ) except Exception as e: print(e) continue # Some concluding thoughts: This task, although it might look trivial, has actually some # complexities. The main issue is that while we have the quasi-guarantee that there will # only be one Output (i.e., 'end node') in a Redshift material graph, we cannot # guarantee that there will only be one Standard Material node in the graph. # # To truly solve all this, we would need the 2026.0.0 graph query capabilities, so that we # can more precisely select which nodes we mean. # # What occurred to me while writing this, is that it would also be very nice to have a # command like "$cmd_remove_smart" which attempts to remove a node while maintaining the # connection flow, in your case wire the Standard Material node to the Output node. # # In general, this an unsolvable riddle, but many node relations in a material graph are # trivial, i.e., there is only one ingoing and one outgoing connection, so that it would # be easy to try to connect these two nodes together. In your case, deleting the # "Store Color To AOV" node, this would however never be possible as we have here seven # color inputs and one color output. From an abstract API perspective, it is impossible to # determine which one of the seven inputs should be connected to the output, as we do not # have the higher human insight to determine that the Standard Material node is the relevant # node to connect to the Output node. if __name__ == '__main__': CreateMaterials(5) # Create five materials with the "Store Color To AOV" setup. ModifyMaterials() # Remove the "Store Color To AOV" node from all materials. c4d.EventAdd() # Refresh Cinema 4D to show changes
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    kangddanK
    @ferdinand Thansk!
  • pythonsdk doc Matrix manunl error?

    Cinema 4D SDK python
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    chuanzhenC
    @ferdinand Thank you for explanation. The point of confusion should be marked as 2 in the image. in doc the counterclockwise rotation (ccw) refers to the counterclockwise rotation from the spatial perspective of the image. but for the same rotation, the z-axis should have rotated clockwise(cw). However, in any case, the calculation is correct, only the description is different。 (Describing a rotation of an axis, it is assumed that a person looks in the negative direction from the positive direction of the axis, and based on this, counterclockwise and clockwise are defined)
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    @ferdinand Thank you for the detailed explanation and the solution! This perfectly solved my problem, and I really appreciate you clarifying how to access the DESC_CYCLE values!!
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    ferdinandF
    We will very likely never abandon this technique. The issue is more that there are a lot of hacks in the Spline Mask code and almost none of them are shown in the public code example. And we cannot publish all of these hacks both for strategic (we do not want to show all of our internals) and practical reasons (we cannot explain all the nitty gritty details there). It was not such a good decision to publish that code example; which as far as I understood came to pass as a user asked as to how the Spline Mask object has been realized. But we probably should just have said "no" then. Just as much as I probably should not have shown you that simulation hack. Hacks lead to more hacks and more problems. Cheers, Ferdinand PS: And to be super verbose, you ONLY need this pattern when you "have to" implement a spline that has other (spline) objects as inputs. When you have implemented regular splines like this, you should probably revert that.
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    ferdinandF
    Good to hear!
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    Thank you very much for your answer! I already know how to do it, and your answer has given me some ideas.
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    Hi @ferdinand , We are starting to run here in circles. Please consider applying for MRD as lined out here and via chat. I think that makes sense. I'll apply for MRD right away.
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    ferdinandF
    Hello @phillipg, 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 I am not quite sure where you came across the information that it would be impossible to do this, but you can allocate and add a sound track just as any other special track as documented. Please post your code for future support requests. Cheers, Ferdinand """Adds a sound track to the selected object, unless it already has one. """ import c4d doc: c4d.documents.BaseDocument # The currently active document. op: c4d.BaseObject | None # The primary selected object in `doc`. Can be `None`. def main() -> None: """Called by Cinema 4D when the script is being executed. """ if not op: return c4d.gui.MessageDialog("Please select an object.") # The description ID for a sound track and check if it already exists on the object. did: c4d.DescID = c4d.DescID(c4d.DescLevel(c4d.CTsound, c4d.CTsound, 0)) if op.FindCTrack(did): return c4d.gui.MessageDialog("The object already has a sound track.") # Create a new sound track and add it to the object. track: c4d.CTrack = c4d.CTrack(op, did) op.InsertTrackSorted(track) c4d.EventAdd() if __name__ == '__main__': main()
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    Thansk so much for the video, that was a deep dive! For my issue, I resolved it like this: def message(id, data): if(id==c4d.MSG_DESCRIPTION_POSTSETPARAMETER): userDataID = eval(str(data['descid']))[1][0] if userDataID in [2, 4, 5]: c4d.CallButton(op, c4d.OPYTHON_MAKEDIRTY) so, if any user data touched (including fieldlist), the generator updates itself.
  • Load presets args in python?

    Moved Bugs windows python 2025
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    DunhouD
    It sounds worth a try, but there may be latency issues when it comes to changes, or data changes can be manually processed during the changes Perhaps for my needs, I can force the database to be use GetSceneRepository, anyway, it's worth a try. Thank you for your guidance
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    ferdinandF
    Hey @Dunhou, I am still not 100% clear about what you are trying to do. But I guess what you want to do is distinguish a single-drag -click, i.e., the user is dragging something, from a single click. The issue with that is that we are in your code inside a while loop which just polls the input state as fast as it can and not in message stream, where we only get events for state changes. So, this means unless there is Speedy Gonzales at the mouse, even the quickest of single clicks will produce more than one iteration in the loop. What is still unclear to me why you are doing all this, as knowing that the mouse is outside of the UA does not mean that we know if the user dropped the payload on an object. But this is how I would solve distinguishing a 'light click' (a single click) from a drag event. A cleaner solution might be to let the convenance function InputEvent be a convenance function and move to the source Message. There you should be issue start and stop events for drag operations. But since you want to start it yourself, we are sort of in a pickle. I would have to play around a bit with the code to see if there is a better way with Message, Cheers, Ferdinand def InputEvent(self, msg: c4d.BaseContainer) -> bool: """Called by Cinema 4D when the user area receives input events. Here we implement creating drag events when the user drags from this user area. The type of drag event which is initiated is determined by the drag type selected in the combo box of the dialog. """ # When this is not a left mouse button event on this user area, we just get out without # consuming the event (by returning False). if msg[c4d.BFM_INPUT_DEVICE] != c4d.BFM_INPUT_MOUSE and msg[c4d.BFM_INPUT_CHANNEL] != c4d.BFM_INPUT_MOUSELEFT: return False dragType: int = self._host.GetInt32(self._host.ID_DRAG_TYPE) mx = int(msg[c4d.BFM_INPUT_X]) my = int(msg[c4d.BFM_INPUT_Y]) mx -= self.Local2Global()["x"] my -= self.Local2Global()["y"] state = c4d.BaseContainer() self.MouseDragStart(c4d.BFM_INPUT_MOUSELEFT,mx,my,c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE|c4d.MOUSEDRAGFLAGS_NOMOVE) lastPos: tuple[float, float] | None = None while True: res, dx, dy, channels = self.MouseDrag() if res != c4d.MOUSEDRAGRESULT_CONTINUE: break self.GetInputState(c4d.BFM_INPUT_MOUSE, c4d.BFM_INPUT_MOUSELEFT, state) # This is how I debugged this, GetContainerTreeString (in the beta it might be already # contained) is a feature of a future version of the SDK. # print(f"{mxutils.GetContainerTreeString(state, 'BFM_')}") # State: Root (None , id = -1): # ├── BFM_INPUT_QUALIFIER (DTYPE_LONG): 0 # ├── BFM_INPUT_MODIFIERS (DTYPE_LONG): 0 # ├── BFM_INPUT_DEVICE (DTYPE_LONG): 1836021107 # ├── BFM_INPUT_CHANNEL (DTYPE_LONG): 1 # ├── BFM_INPUT_VALUE (DTYPE_LONG): 1 # ├── BFM_INPUT_VALUE_REAL (DTYPE_REAL): 0.0001 # ├── BFM_INPUT_X (DTYPE_REAL): 203.13671875 # ├── BFM_INPUT_Y (DTYPE_REAL): 88.0390625 # ├── BFM_INPUT_Z (DTYPE_REAL): 0.0 # ├── BFM_INPUT_ORIENTATION (DTYPE_REAL): 0.0 # ├── 1768977011 (DTYPE_REAL): 1.0 # ├── BFM_INPUT_TILT (DTYPE_REAL): 0.0 # ├── BFM_INPUT_FINGERWHEEL (DTYPE_REAL): 0.0 # ├── BFM_INPUT_P_ROTATION (DTYPE_REAL): 0.0 # └── BFM_INPUT_DOUBLECLICK (DTYPE_LONG): 0 # I.e., we are unfortunately neither being issued a BFM_DRAGSTART nor an # c4d.BFM_INTERACTSTART, I assume both or only emitted in the direct Message() loop. # But we can write code like this. # if state[c4d.BFM_INPUT_DOUBLECLICK]: # print(f"Double click detected at {mx}, {my}") # break # elif state[c4d.BFM_INPUT_VALUE] != 1: # print(f"Mouse button not pressed anymore at {mx}, {my}") # break # else: # print(f"Non double click at {mx}, {my}") # The issue with this is that we are here just in a loop polling the current left button # state, not inside a message function where we get a state stream. So, for a single # click, we end up with somewhat like this, and here I made sure to click really fast # Non double click at 96.8515625, 58.37109375 # Non double click at 96.8515625, 58.37109375 # Non double click at 96.8515625, 58.37109375 # Non double click at 96.8515625, 58.37109375 # Mouse button not pressed anymore at 96.8515625, 58.37109375 # And this is a short drag event. # Non double click at 84.875, 56.5859375 # Non double click at 84.875, 56.5859375 # Non double click at 84.875, 56.5859375 # Non double click at 84.875, 56.5859375 # Non double click at 84.59765625, 56.5859375 # Non double click at 83.49609375, 56.94921875 # Non double click at 83.49609375, 56.94921875 # Non double click at 82.39453125, 57.3125 # Non double click at 82.39453125, 57.3125 # Non double click at 80.74609375, 58.1328125 # Non double click at 80.74609375, 58.1328125 # Non double click at 77.7265625, 58.6328125 # ... # Non double click at -8.35546875, 80.16796875 # Non double click at -8.35546875, 80.16796875 # Non double click at -8.35546875, 80.16796875 # Mouse button not pressed anymore at -8.35546875, 80.16796875 # So they are very similar, and we cannot go by the pure logic "when the coordinates # do not change, we are in a drag event" because this is not an event stream, i.e., we # might poll the same input state multiple times, depending on how fast our #while loop # runs. # But what we could do, is postpone all actions until we see a change. In extreme cases, # where the user is swiping very fast with the mouse and then clicks on a tile, this might # fail. mx -= dx my -= dy currentPos: tuple[float, float] = (mx, my) if lastPos is None and currentPos != lastPos: lastPos = currentPos # The mouse is not being pressed anymore. if not state[c4d.BFM_INPUT_VALUE]: if currentPos != lastPos: print("Drag event") else: print("Click event") break return True Click event Drag event Click event Click event Click event Drag event
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    ferdinandF
    Hey @lionlion44, Well, doing what you want to do is only halfway possible. An object being soloed just means setting the flag EHIDE on all othe objects. And while there is OHIDE which can be used to hide scene elements in managers, e.g., an object in the Object Manager, it is not being used by the 'Set as Root/Path Bar'-function of the Object Manager. So, you cannot hook into that. What you can do is just write a simple script which operates both flags for you. But to make this air-tight, you will have to implement a plugin (to avoid accidentally saving a scene with hidden elements). Cheers, Ferdinand Result vid.mp4 Code """Demonstrates how to set the visibility of objects in the viewport and the managers. - When CTRL is not pressed while the script is invoked, the visibility state of the selected objects is set, i.e., everything that is not selected will be hidden. - When CTRL is pressed, the visibility state of the selected objects is cleared. - When HIDE_DESCENDANTS_OF_SELECTED_OBJECTS is set to True, the descendants of selected objects will be considered selected as well. WARNING: The visibility state is written PERMANENTLY into the scene graph, i.e., when one hides objects and saves the scene, the visibility state will be saved as well. One can of course just run the script while pressing CTRL to clear the visibility state of such saved and then loaded back scene, but this could possibly brick scenes for other users. To make this air-tight, one would have to implement a plugin which handles un-hiding objects before a scene is being saved (which is not super trivial in Python atm). Use this script at your own risk. """ __author__ = "Ferdinand Hoppe" __copyright__ = "Copyright 2025, Maxon Computer GmbH" import c4d import mxutils doc: c4d.documents.BaseDocument # The currently active document. op: c4d.BaseObject | None # The primary selected object in `doc`. Can be `None`. # Wether to hide objects that are descendants of selected objects. I.e., when you have A-> B -> C, # and A is selected, B and C will be considered selected as well. HIDE_DESCENDANTS_OF_SELECTED_OBJECTS: bool = True def IsSelected(node: c4d.BaseObject) -> bool: """Returns if #node is selected or if any of its predecessors are selected (when selecting descendants implicitly is enabled). """ while node: if node.GetBit(c4d.BIT_ACTIVE): return True if not HIDE_DESCENDANTS_OF_SELECTED_OBJECTS: break node = node.GetUp() return False def SetObjectVisibility(doc: c4d.documents.BaseDocument, clearSate: bool = False) -> None: """Sets the visibility of the object in the managers and the viewport. """ for node in mxutils.IterateTree(doc.GetFirstObject(), True, True, True): isSelected: bool = clearSate or IsSelected(node) node.ChangeNBit(c4d.NBIT_OHIDE, c4d.NBITCONTROL_CLEAR if isSelected else c4d.NBITCONTROL_SET) node.ChangeNBit(c4d.NBIT_EHIDE, c4d.NBITCONTROL_CLEAR if isSelected else c4d.NBITCONTROL_SET) def main() -> None: """Called by Cinema 4D whhen the """ if not op: c4d.gui.MessageDialog("No object selected.") return state: c4d.BaseContainer = c4d.BaseContainer() if not c4d.gui.GetInputState(c4d.BFM_INPUT_MOUSE, 0, state): raise RuntimeError("Failed to get input state") ctrlIsPressed: bool = state[c4d.BFM_INPUT_QUALIFIER] & c4d.QUALIFIER_CTRL # If Ctrl is pressed, clear the visibility state, otherwise set it. SetObjectVisibility(doc, True if ctrlIsPressed else False) c4d.EventAdd() if __name__ == '__main__': main()