• Particles from python SDK

    Cinema 4D SDK
    5
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    Z
    @ferdinand That is great! I did not imagine that working so simply, that's a wonderful feature. Regarding the 'broken' part, I did 'something' and spheres stopped appearing in the viewport, just the 'tracers'. I cannot reproduce that, I must have screwed up. All is right with the world now. In case it helps others, the demo code below now does everything I currently need. Programmatically changes position of the emitter, and following this discussion (https://forums.cgsociety.org/t/c4d-animation-via-python/1546556) I also change the color over the course of each 10-frame segment. Thanks so much for your help, I am really sold on 4D. import c4d import math import random mat = c4d.BaseMaterial(c4d.Mmaterial) mat.SetName('emitter sphere') mat[c4d.MATERIAL_COLOR_COLOR] = c4d.Vector(0.8, 0.0, 0.0) ## Get RGB tracks for continuous color update redtrack = c4d.CTrack(mat, c4d.DescID(c4d.DescLevel(c4d.MATERIAL_COLOR_COLOR, c4d.DTYPE_COLOR, 0, ), c4d.DescLevel(c4d.VECTOR_X, c4d.DTYPE_REAL, 0))) mat.InsertTrackSorted(redtrack) greentrack = c4d.CTrack(mat, c4d.DescID(c4d.DescLevel(c4d.MATERIAL_COLOR_COLOR, c4d.DTYPE_COLOR, 0, ), c4d.DescLevel(c4d.VECTOR_Y, c4d.DTYPE_REAL, 0))) mat.InsertTrackSorted(greentrack) bluetrack = c4d.CTrack(mat, c4d.DescID(c4d.DescLevel(c4d.MATERIAL_COLOR_COLOR, c4d.DTYPE_COLOR, 0, ), c4d.DescLevel(c4d.VECTOR_Z, c4d.DTYPE_REAL, 0))) mat.InsertTrackSorted(bluetrack) doc.InsertMaterial(mat) sph = c4d.BaseObject(5160) rad = sph.GetRad() particleRad = 2.0 scale = particleRad/rad[0] sph.SetAbsScale((scale,scale,scale)) ttag = c4d.TextureTag() ttag.SetMaterial(mat) sph.InsertTag(ttag) sph.SetBit(c4d.BIT_ACTIVE) emitter = c4d.BaseObject(5109) emitter.SetBit(c4d.BIT_ACTIVE) doc.InsertObject(emitter) sph.InsertUnder(emitter) # emit particles at rate 500 emitter[c4d.PARTICLEOBJECT_BIRTHEDITOR] = 500 emitter[c4d.PARTICLEOBJECT_BIRTHRAYTRACER ] = 500 emitter[c4d.PARTICLEOBJECT_RENDERINSTANCES] = 500 emitter[c4d.PARTICLEOBJECT_SIZEX] = 0.2 emitter[c4d.PARTICLEOBJECT_SIZEY] = 0.2 emitter[c4d.PARTICLEOBJECT_TYPE] = c4d.PARTICLEOBJECT_TYPE_PYRAMID emitter[c4d.PARTICLEOBJECT_ANGLEH] = 2 * math.pi emitter[c4d.PARTICLEOBJECT_ANGLEV] = math.pi emitter[c4d.PARTICLEOBJECT_SHOWOBJECTS] = True fps = 24 emitter[c4d.PARTICLEOBJECT_START] = c4d.BaseTime(0, fps) emitter[c4d.PARTICLEOBJECT_STOP] = c4d.BaseTime(500, fps) emitter[c4d.PARTICLEOBJECT_LIFETIME] = c4d.BaseTime(5, fps) ## Animate 500 frames, new position every ten frames, ## transition to next color (cycle red->green->blue) ## First set key frames for color change nextRGB = [1.,0.,0.] redcurve = redtrack.GetCurve() greencurve = greentrack.GetCurve() bluecurve = bluetrack.GetCurve() for segment in range(50) : frame = 50*segment redkey = redcurve.AddKey(c4d.BaseTime(frame, fps))['key'] redkey.SetValue(redcurve, nextRGB[0]) greenkey = greencurve.AddKey(c4d.BaseTime(frame, fps))['key'] greenkey.SetValue(greencurve, nextRGB[1]) bluekey = bluecurve.AddKey(c4d.BaseTime(frame, fps))['key'] bluekey.SetValue(bluecurve, nextRGB[2]) # # rotate RGB values nextRGB.append(nextRGB.pop(0)) ## run animation frame = 0 pos = c4d.Vector(0,0,0) emitter.SetAbsPos(pos) doc.SetTime(c4d.BaseTime(frame, fps)) c4d.CallCommand(12410) for segment in range(50) : frame = 10 * segment mat.Update(True, True) sph.Message(c4d.MSG_UPDATE) for k in range(3) : pos[k] = -30 + 60*random.random() emitter.SetAbsPos(pos) doc.SetTime(c4d.BaseTime(frame, fps)) c4d.CallCommand(12410) # record
  • Layers checker

    Cinema 4D SDK python s24 sdk
    4
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    4 Posts
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    ROMANR
    @mogh I didn't know about this function @ferdinand Thank you a lot for your detailed response. I will chek posts which you recommended
  • Where do I find IDs?

    Cinema 4D SDK python
    8
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    8 Posts
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    ferdinandF
    Hello @jakub, without any further questions and other postings, we will consider this topic as solved and flag it as such by Friday, 17/06/2022. Thank you for your understanding, Ferdinand
  • OpenGL in Cinema 4D

    Cinema 4D SDK python r25
    6
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    6 Posts
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    gheyretG
    @fwilleke80 Yes, it's a solution. But it's can not to orbiting the scene or transforming the model. I think i need to make a desktop application, and make sure the window always on top. However, this will lead to more work for me. And thanks to your reply! cheers
  • 0 Votes
    3 Posts
    856 Views
    M
    Thank You @ferdinand Access an Enclosing Entity from a Subordinate Entity, was the solution I was searching for hence I needed to alter the GeDialog from inside the TreeViewFunctions. This seems to be the only solution hence these checkboxes belong to the treeview ?!? Anyway its working and I am very happy User sets checkbox -> Sum is calculated -> button is activated. I updated the example code (and removed the now unnecessary button to prevent further confusion) with the desired behavior for future readers. kind regards mogh """ Adapted from: https://developers.maxon.net/forum/topic/10654/14102_using-customgui-listview/2 """ import c4d import random # Be sure to use a unique ID obtained from [URL-REMOVED] PLUGIN_ID = 1000010 # TEST ID ONLY # TreeView Column IDs. ID_CHECKBOX = 1 ID_NAME = 2 ID_OTHER = 3 ID_LONGFILENAME = 4 MY_BUTON = 5 HOW_MANY = 6 ID_FILESIZE = 7 HOW_MANY_MB = 8 MY_CALC = 9 TREEVIEW = 99 # A tuple of characters to select from (a-z). CHARACTERS = tuple( chr ( n) for n in range(97, 122)) class TextureObject(object): """ Class which represent a texture, aka an Item in our list """ def __init__(self): self.texturePath = TextureObject.RandomString(5, 10) self.otherData = TextureObject.RandomString(5, 20) self.longfilename = "-" self._selected = False self.filesize = TextureObject.RandomNumber() @staticmethod def RandomString(minLength, maxLength): """Returns a string of random characters with a length between #minLength and #maxLength. The characters are taken from the 97 (a) to 122 (z) ASCII range. """ return "".join( (random.choice(CHARACTERS) for _ in range(minLength, maxLength))) @staticmethod def RandomNumber(): return random.randrange(1, 99) @property def IsSelected(self): return self._selected def Select(self): self._selected = True def Deselect(self): self._selected = False def __repr__(self): return str(self) def __str__(self): return self.texturePath class ListView(c4d.gui.TreeViewFunctions): def __init__(self, host): """Initializes a ListView with a host. Args: host (c4d.gui.GeDialog): The hosting dialog. """ # Add ten mock data texture objects. self.listOfTexture = [TextureObject() for _ in range(10)] if not isinstance(host, c4d.gui.GeDialog): raise TypeError("Expected {} for argument 'host'. Received: {}".format(c4d.gui.GeDialog, host)) else: self._host = host def DoSomethingWithDialog(self): """Calls the dialog over the stored reference. """ self._host.calc_selected() def IsResizeColAllowed(self, root, userdata, lColID): return True def IsTristate(self, root, userdata): return False def GetColumnWidth(self, root, userdata, obj, col, area): """Measures the width of cells. Although this function is called #GetColumnWidth and has a #col, it is not only executed by column but by cell. So, when there is a column with items requiring the width 5, 10, and 15, then there is no need for evaluating all items. Each item can return its ideal width and Cinema 4D will then pick the largest value. Args: root (any): The root node of the tree view. userdata (any): The user data of the tree view. obj (any): The item for the current cell. col (int): The index of the column #obj is contained in. area (GeUserArea): An already initialized GeUserArea to measure the width of strings. Returns: TYPE: Description """ # The default width of a column is 80 units. width = 80 # Replace the width with the text width. area is a prepopulated # user area which has already setup all the font stuff, we can # measure right away. if col == ID_NAME: return area.DrawGetTextWidth(obj.texturePath) + 5 if col == ID_OTHER: return area.DrawGetTextWidth(obj.otherData) + 5 if col == ID_LONGFILENAME: return area.DrawGetTextWidth(obj.longfilename) + 5 return width def IsMoveColAllowed(self, root, userdata, lColID): # The user is allowed to move all columns. # TREEVIEW_MOVE_COLUMN must be set in the container of AddCustomGui. return True def GetFirst(self, root, userdata): """ Return the first element in the hierarchy, or None if there is no element. """ rValue = None if not self.listOfTexture else self.listOfTexture[0] return rValue def GetDown(self, root, userdata, obj): """ Return a child of a node, since we only want a list, we return None everytime """ return None def GetNext(self, root, userdata, obj): """ Returns the next Object to display after arg:'obj' """ rValue = None currentObjIndex = self.listOfTexture.index(obj) nextIndex = currentObjIndex + 1 if nextIndex < len(self.listOfTexture): rValue = self.listOfTexture[nextIndex] return rValue def GetPred(self, root, userdata, obj): """ Returns the previous Object to display before arg:'obj' """ rValue = None currentObjIndex = self.listOfTexture.index(obj) predIndex = currentObjIndex - 1 if 0 <= predIndex < len(self.listOfTexture): rValue = self.listOfTexture[predIndex] return rValue def GetId(self, root, userdata, obj): """ Return a unique ID for the element in the TreeView. """ return hash(obj) def Select(self, root, userdata, obj, mode): """ Called when the user selects an element. """ # I only use the checkbox to select list elemenmts """ if mode == c4d.SELECTION_NEW: for tex in self.listOfTexture: tex.Deselect() obj.Select() elif mode == c4d.SELECTION_ADD: obj.Select() elif mode == c4d.SELECTION_SUB: obj.Deselect() """ def IsSelected(self, root, userdata, obj): """ Returns: True if *obj* is selected, False if not. """ return obj.IsSelected def SetCheck(self, root, userdata, obj, column, checked, msg): """ Called when the user clicks on a checkbox for an object in a `c4d.LV_CHECKBOX` column. """ if checked: obj.Select() else: obj.Deselect() self.DoSomethingWithDialog() def IsChecked(self, root, userdata, obj, column): """ Returns: (int): Status of the checkbox in the specified *column* for *obj*. """ if obj.IsSelected: return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED else: return c4d.LV_CHECKBOX_ENABLED def GetName(self, root, userdata, obj): """ Returns the name to display for arg:'obj', only called for column of type LV_TREE """ return str(obj) # Or obj.texturePath def DrawCell(self, root, userdata, obj, col, drawinfo, bgColor): """ Draw into a Cell, only called for column of type LV_USER """ if col in (ID_OTHER, ID_LONGFILENAME): text = obj.otherData if col == ID_OTHER else obj.longfilename canvas = drawinfo["frame"] textWidth = canvas.DrawGetTextWidth(text) textHeight = canvas.DrawGetFontHeight() xpos = drawinfo["xpos"] ypos = drawinfo["ypos"] + drawinfo["height"] if (drawinfo["width"] < textWidth): while (drawinfo["width"] < textWidth): if len(text) <= 4: text = "..." break text = text[:-4] + "..." textWidth = canvas.DrawGetTextWidth(text) textWidth = canvas.DrawGetTextWidth(text) drawinfo["frame"].DrawText(text, xpos, ypos - int(textHeight * 1.1)) if col == ID_FILESIZE: text = obj.filesize canvas = drawinfo["frame"] # w = geUserArea.DrawGetTextWidth(name) h = canvas.DrawGetFontHeight() # xpos = drawinfo["xpos"] + 10 xpos = drawinfo["xpos"] + drawinfo["width"] - canvas.DrawGetTextWidth(text) ypos = drawinfo["ypos"] + drawinfo["height"] drawinfo["frame"].DrawText(text, xpos, ypos - int(h * 1.1)) def DoubleClick(self, root, userdata, obj, col, mouseinfo): """ Called when the user double-clicks on an entry in the TreeView. Returns: (bool): True if the double-click was handled, False if the default action should kick in. The default action will invoke the rename procedure for the object, causing `SetName()` to be called. """ c4d.gui.MessageDialog("You clicked on " + str(obj)) return True def DeletePressed(self, root, userdata): "Called when a delete event is received." for tex in reversed(self.listOfTexture): if tex.IsSelected: self.listOfTexture.remove(tex) class TestDialog(c4d.gui.GeDialog): _treegui = None # Our CustomGui TreeView # _listView = ListView() # Our Instance of c4d.gui.TreeViewFunctions def __init__(self): """ """ # Create an instance of ListView and give it access to the dialog # which carries it. self._listView = ListView(host=self) self.overall = len(self._listView.listOfTexture) def CreateLayout(self): # Create the TreeView GUI. customgui = c4d.BaseContainer() customgui.SetBool(c4d.TREEVIEW_BORDER, c4d.BORDER_THIN_IN) customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True) # True if the tree view may have a header line. customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, True) # True if no lines should be drawn. customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True) # True if the user can move the columns. customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True) # True if the column width can be changed by the user. customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True) # True if all lines have the same height. customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True) # Alternate background per line. customgui.SetBool(c4d.TREEVIEW_CURSORKEYS, True) # True if cursor keys should be processed. customgui.SetBool(c4d.TREEVIEW_NOENTERRENAME, False) # Suppresses the rename popup when the user presses enter. if self.GroupBegin(id=1000, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, rows=2, cols=1, groupflags=c4d.BORDER_OUT): self.GroupBorderSpace(left=5, top=5, right=5, bottom=5) self.GroupBorderNoTitle(borderstyle=c4d.BORDER_NONE) if self.GroupBegin(id=1001, flags=c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, rows=2, cols=3, groupflags=c4d.BORDER_OUT): self.GroupBorderNoTitle(borderstyle=c4d.BORDER_NONE) self._treegui = self.AddCustomGui(TREEVIEW, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, minw=430, minh=160, customdata=customgui) if not self._treegui: print("[ERROR]: Could not create TreeView") return False self.GroupEnd() if self.GroupBegin(id=1002, flags=c4d.BFH_FIT | c4d.BFV_FIT, rows=2, cols=3, groupflags=c4d.BORDER_OUT): self.GroupBorderNoTitle(borderstyle=c4d.BORDER_NONE) self.AddStaticText(HOW_MANY, flags=c4d.BFV_CENTER | c4d.BFV_SCALE | c4d.BFH_LEFT | c4d.BFH_SCALE, name="Selected: 0 / " + str(self.overall)) self.AddStaticText(HOW_MANY_MB, flags=c4d.BFV_CENTER | c4d.BFV_SCALE | c4d.BFH_LEFT | c4d.BFH_SCALE, name="Filesize Sum: __________") self.AddButton(MY_BUTON, c4d.BFH_CENTER, name="Enable me by check-boxing") self.Enable(MY_BUTON, False) self.GroupEnd() self.GroupEnd() return True def calc_selected(self): """this is a helper to calculate the selected elements and to enable the button :return: # slected and sum of the selecteed filsize """ selected = 0 filsizesum = 0 self.overall = len(self._listView.listOfTexture) # update our count for fileitem in self._listView.listOfTexture: if fileitem.IsSelected is True: filsizesum += fileitem.filesize selected += 1 if selected > 0: self.Enable(MY_BUTON, True) else: self.Enable(MY_BUTON, False) sel_string = "Selected: " + str(selected) + " / " + str(self.overall) self.SetString(HOW_MANY, sel_string) mb_string = "Filesize Sum: " + str(filsizesum) self.SetString(HOW_MANY_MB, mb_string) return selected, filsizesum def InitValues(self): # Initialize the column layout for the TreeView. layout = c4d.BaseContainer() layout.SetLong(ID_CHECKBOX, c4d.LV_CHECKBOX) layout.SetLong(ID_NAME, c4d.LV_TREE) layout.SetLong(ID_LONGFILENAME, c4d.LV_USER) layout.SetLong(ID_OTHER, c4d.LV_USER) layout.SetLong(ID_FILESIZE, c4d.LV_USER) self._layout = layout self._treegui.SetLayout(5, layout) # Set the header titles. self._treegui.SetHeaderText(ID_CHECKBOX, "Check") self._treegui.SetHeaderText(ID_NAME, "Name") self._treegui.SetHeaderText(ID_LONGFILENAME, "Long Filename") self._treegui.SetHeaderText(ID_OTHER, "Other") self._treegui.SetHeaderText(ID_FILESIZE, "Filesize") self._treegui.Refresh() # Set TreeViewFunctions instance used by our CUSTOMGUI_TREEVIEW self._treegui.SetRoot(self._treegui, self._listView, None) return True def Command(self, id, msg): # Click on button if id == MY_BUTON: newID = int(len(self._listView.listOfTexture) + 1) tex = TextureObject() tex.texturePath = "Some new data " + str(newID) tex.longfilename = TextureObject.RandomString(20, 40) self._listView.listOfTexture.append(tex) self.calc_selected() self._treegui.Refresh() return True class MenuCommand(c4d.plugins.CommandData): dialog = None def Execute(self, doc): if self.dialog is None: self.dialog = TestDialog() return self.dialog.Open(c4d.DLG_TYPE_ASYNC, PLUGIN_ID, defaulth=300, defaultw=430) def RestoreLayout(self, sec_ref): if self.dialog is None: self.dialog = TestDialog() return self.dialog.Restore(PLUGIN_ID, secret=sec_ref) def main(): c4d.plugins.RegisterCommandPlugin( PLUGIN_ID, "Python TreeView Example", 0, None, "Python TreeView Example", MenuCommand()) if __name__ == "__main__": main() [URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.
  • 0 Votes
    3 Posts
    599 Views
    mikeudinM
    @cairyn Thank you!
  • 0 Votes
    11 Posts
    2k Views
    ferdinandF
    Hello @pyxelrigger, without any further activity before Wednesday, the 16.03.2022, we will consider this topic as solved and remove the "unsolved" state from this topic. Thank you for your understanding, Ferdinand
  • Resolving Save Path in Render Settings

    Cinema 4D SDK python
    3
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    3 Posts
    494 Views
    a_blockA
    Hi Ferdinand, thanks for your thorough and detailed reply. The problem is, I need to put the correct name of the rendered output into a text file. This needs to match, when rendered later on. So, just guessing something similar is also not an option. I already anticipated, there would be no easy solution. By the way, even if I had the time to test render 1x1 images, it would still not be ok, there are resolution tokens... I will most likely reduce the amount of freedom the user has here, in order to end with something deterministic. Thanks for your help and ideas. You can consider this topic closed from my side. Cheers to the entire SDK Team, Andreas
  • Treeview Column adjust

    Cinema 4D SDK python r20 r25
    8
    2
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    8 Posts
    2k Views
    ferdinandF
    Hey @mogh, Thank you for the kind words and I am happy that this solved your problem. While I sometimes channel here my inner librarian and press for a formal order for new topics, so that the SDK Team can answer them effectively, I want to make clear that all Cinema 4D programming questions are welcome on Plugin Café. Just remember to open a new topic for new questions and to place them in the General Talk forum when they are general programming questions not directly related to our APIs. We will treat them then with a lower priority and rigor, but we usually also answer there. Cheers, Ferdinand
  • Looking for Developer of custom Mograph effector

    General Talk
    2
    0 Votes
    2 Posts
    708 Views
    ManuelM
    Hi, There is the EffectorData class that could help you to create your own effector. This class is only available on c++. With python the only option is to use the python effector. And that could be tricky because you need to retrieve the size of all clones. Doable but tricky imo. I hope that you will find a developer to do it, this might look easy to do but is harder than you might thought. Cheers, Manuel
  • Test "Lock Overrides" in Python

    Cinema 4D SDK python
    4
    0 Votes
    4 Posts
    698 Views
    ferdinandF
    Hello @danielsian, without any further activity before Wednesday, the 16.03.2022, we will consider this topic as solved and remove the "unsolved" state from this topic. Thank you for your understanding, Ferdinand
  • 0 Votes
    5 Posts
    1k Views
    pyxelriggerP
    Hmm thank you!! It's not as difficult as I imagined I just had to make a change in the formula for some case, I used: x = focaldistance*math.tan(h/2)*1 [image: 1644929034240-96f1960e87e92c0bd8b3f677b453172d.gif]
  • Strip Texture Path using Python

    Cinema 4D SDK python
    5
    0 Votes
    5 Posts
    928 Views
    ferdinandF
    Hello @djoneeeee, without any further activity before Wednesday, the 16.03.2022, we will consider this topic as solved and remove the "unsolved" state from this topic. Thank you for your understanding, Ferdinand
  • 0 Votes
    3 Posts
    703 Views
    D
    Thank you ferdidand, Sorry for not giving more contextual code... Yeah "potential ports" is what I would be interested in. Thanks for confirming that there is nothing in the API that would help me though!
  • ShowBitmap() from website URL

    Cinema 4D SDK python r25
    3
    2
    0 Votes
    3 Posts
    412 Views
    gheyretG
    @ferdinand Wow! you perfectly solved my problem! Thank you!
  • Set Base View Rotation and Position

    Cinema 4D SDK python
    11
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    11 Posts
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    ferdinandF
    @cairyn said in Set Base View Rotation and Position: @ferdinand said in Set Base View Rotation and Position: So, when a user has linked a camera to a viewport, e.g., set a camera as a rendering camera, this line of code will make that camera inactive and default to the internal viewport camera. Yep, that was the intent since the OP said they did not want a camera in the scene ("I need not to have this camera on the scene") but I may have misinterpreted the meaning. Not familiar with how 3dsMax handles its cameras. Yeah, I figured that this was probably intentional, but I just wanted to clarify that it is a bit of an odd thing to do. Cheers, Ferdinand
  • Keyframe Texture Tag with no material

    Cinema 4D SDK python r25
    6
    0 Votes
    6 Posts
    899 Views
    a_blockA
    Sorry, for causing extra work
  • 0 Votes
    3 Posts
    986 Views
    ferdinandF
    Hello @davidweidemann, Thank you for reaching out to us and solving your own question :). To give a bit of background information, parameters can be composed in Cinema 4D. The simplest example is a parameter of type c4d.Vector. You can access the relative position of an object like this: >>> Cube[c4d.ID_BASEOBJECT_REL_POSITION] Vector(0, 0, 0) But as users might want to access and animate the components of that vector individually, the vector is dealt with and represented as a parameter actually as a set of sub-channels, one for each of its components. >>> Cube[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_X] 0.0 >>> Cube[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] 0.0 >>> Cube[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Z] 0.0 >>> This is why DescId are composed out of up to three DescLevel. To access the component of a vector you need two DescLevel, e.g., c4d.ID_BASEOBJECT_REL_POSITION and c4d.VECTOR_X. And while you might not be able to deal with the enclosing parameter, you might be able to deal with its subchannels. The input and output ports of an RSColorAbs Redshift node are of type RsColorAlpha, a parameter type that is composed of a Vector and a float, so it is effectively a four-component vector. This parameter type is not exposed to the Python API, so the API has no clue what to do with it. But it can deal with the subchannels. # Python has no clue about that parameter type at REDSHIFT_SHADER_RSMATHABSCOLOR_INPUT. >>> RSColorAbs[c4d.REDSHIFT_SHADER_RSMATHABSCOLOR_INPUT] Traceback (most recent call last): File "console", line 1, in <module> AttributeError: Parameter value not accessible (object unknown in Python) # But we can access the subchannels which are standard types. This is a two DescLevel access >>> RSColorAbs[c4d.REDSHIFT_SHADER_RSMATHABSCOLOR_INPUT,c4d.REDSHIFT_COLORALPHA_COLOR] Vector(0, 0, 0) # We can even reach into the subchannels of a subchannel, here for example to access the red # component of the RGBA vector tuple that is represented by the type RsColorAlpha. >>> RSColorAbs[c4d.REDSHIFT_SHADER_RSMATHABSCOLOR_INPUT,c4d.REDSHIFT_COLORALPHA_COLOR, c4d.VECTOR_X] 0.0 Cheers, Ferdinand
  • The second "call command" cannot be executed

    Cinema 4D SDK python s24
    6
    0 Votes
    6 Posts
    1k Views
    ferdinandF
    Hello @mari, without any further activity before Wednesday, the 16.03.2022, we will consider this topic as solved and remove the "unsolved" state from this topic. Thank you for your understanding, Ferdinand
  • 0 Votes
    7 Posts
    1k Views
    ferdinandF
    Hello @z-prich, without any further activity before Wednesday, the 16.03.2022, we will consider this topic as solved and remove the "unsolved" state of this topic. Thank you for your understanding, Ferdinand