• Can't get assets info in c4dpy

    Cinema 4D SDK python r21 sdk
    4
    2
    0 Votes
    4 Posts
    674 Views
    ferdinandF
    Hello @sol87, 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
  • 0 Votes
    4 Posts
    1k Views
    ferdinandF
    Hello @Futurium, 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
  • R21 c4dpy LoadFile always return False

    Cinema 4D SDK sdk python
    6
    2
    0 Votes
    6 Posts
    892 Views
    S
    @ferdinand wow, awesome. It works! thank you so much.
  • Aligning object local axis to world axis via Python

    Cinema 4D SDK python r25
    10
    0 Votes
    10 Posts
    3k Views
    ferdinandF
    Hello @Peek, 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
  • Object size not updated after points move

    Cinema 4D SDK python r25
    3
    0 Votes
    3 Posts
    850 Views
    P
    Well, that indeed fixed the issue, now the size gets properly updated! Thank you very much for the help
  • Takes - material override in Python

    Cinema 4D SDK python
    4
    0 Votes
    4 Posts
    970 Views
    ferdinandF
    Hello @stanDM, 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
  • Mac M1 bug?

    Cinema 4D SDK r25 python
    8
    0 Votes
    8 Posts
    1k Views
    ferdinandF
    Hello @pim, 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
  • Symbol not found: ___chkstk_darwin

    Cinema 4D SDK r23 python c++
    2
    1
    0 Votes
    2 Posts
    728 Views
    M
    Cinema 4D R23 require at least mac os 10.14 and the most optimal is 10.15. In your case you need to update to 10.15. See Cinema 4D R23 Requierements. Cheers, Maxime.
  • Recording Object Animations with the Mouse

    Cinema 4D SDK python
    3
    0 Votes
    3 Posts
    513 Views
    ferdinandF
    Hello @leon6498 , 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
  • Wish / request: c4d.CallComand()

    General Talk
    7
    0 Votes
    7 Posts
    1k Views
    a_blockA
    Sorry, my bad, different forum, different rules... I had forgotten, we do not have PMs in here. Send me an email to "job AT andreasblock dot de".
  • Particles from python SDK

    Cinema 4D SDK
    5
    0 Votes
    5 Posts
    1k Views
    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
    0 Votes
    4 Posts
    1k Views
    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
    0 Votes
    8 Posts
    2k Views
    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
    0 Votes
    6 Posts
    2k Views
    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
    994 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
    647 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
    0 Votes
    3 Posts
    586 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
    0 Votes
    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
    841 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