• GeUserArea Reversed in Arabic Language

    Cinema 4D SDK s24 python
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    ferdinandF
    Hello @blastframe, thank you for closing your topics. Cheers, Ferdinand
  • Getting Render Progress

    Cinema 4D SDK s24 python
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    ferdinandF
    Hello @blastframe, I must apologize, I know we took our sweet time with answering this. However, we must move on with that topic, since it has been more than fourteen days since Manuel did provide his last answer. We will consider this thread as solved by Monday the 20th and flag it accordingly. Please feel free to reopen the 'Ask-as-question' status when there are questions left. Thank you for your understanding, Ferdinand
  • Close button of docked dialog emits Command(id=92)

    Cinema 4D SDK
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    B
    i removed the ids from the sdk. it looks like they are only used internally. there is no use in the sdk for developers.
  • Select and load multiple files at once

    Cinema 4D SDK python
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    John_DoJ
    Hi @m_magalhaes , Sorry for the improper formatting of my question, I wasn't aware of these features. Thank you for the suggestion, the workaround can do the trick with the right safety precautions.
  • Check C4D version for using Fields

    Moved Cinema 4D SDK python
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    ManuelM
    Hi, Please use the tags and the "ask question" features of the forum. Have a look at our guidelines for more information. That's the correct way of checking the Cinema 4D's version. Cheers, Manuel
  • GetAllTextures() only for current frame?

    Cinema 4D SDK python
    4
    1 Votes
    4 Posts
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    a_blockA
    Given my own blind spots on flags and GetAllTexturesNew() I was actually quite glad, you hadn't had the time to look into it. Unfortunately I was obviously too late to stop you from investing time nevertheless... Sorry. Which then will turn a bit into a data structure/similarity problem when you want to group your textures into nice packages. Yeah, this, plus my concerns below. Regarding running over the project's frame range: Especially character animators seem to have a habit of storing information outside the project's frame range. That's where I'm afraid to loose information. Or I would need to establish additional means to figure out such frames. I doubt document's GetMin/MaxTime() help here. So it would be iterating over all tracks in a document I guess. And you are right, you shouldn't spend additional time on this. Given the result of my other current thread, everything in this thread really is the least of my problems. Somehow I have a "Händchen" (I guess, one would save, I have a knack for) for maneuvering myself in these situations...
  • Changing Asset References to Absolute

    Cinema 4D SDK python
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    ferdinandF
    Thank you Andreas for closing it. Cheers, Ferdinand
  • Undo Block through Context Manager

    Cinema 4D SDK
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    3 Posts
    730 Views
    ferdinandF
    Hello @wuzelwazel, without further questions or postings, we will consider this topic as solved by Wednesday and flag it accordingly. Thank you for your understanding, Ferdinand
  • 0 Votes
    4 Posts
    835 Views
    ferdinandF
    Hello @JH23, without further questions or postings, we will consider this topic as solved by Wednesday and flag it accordingly. Thank you for your understanding, Ferdinand
  • 0 Votes
    4 Posts
    1k Views
    ferdinandF
    Hello @codysorgenfrey, without any further questions, we will consider this topic as solved by Monday and flag it accordingly. Thank you for your understanding, Ferdinand
  • 0 Votes
    5 Posts
    821 Views
    K
    Hi, It looks like the problem got solved by Sized function. Thanks a lot @m_magalhaes and @m_adam !!
  • BaseContainer missing for GvNode created with c4dpy

    Cinema 4D SDK r23 python
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    ferdinandF
    Hello @beesperester, without any further questions, we will consider this topic as solved by Monday and flag it accordingly. Thank you for your understanding, Ferdinand
  • CKey left/right Python methods

    Cinema 4D SDK python maxon api
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    H
    Ok, thanks for the clarification.
  • Python typing features

    Cinema 4D SDK python
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    7 Posts
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    ferdinandF
    Hello @beesperester, thank you for sharing your repository, but without further questions or postings, we will consider this topic as solved by Wednesday and flag it accordingly. Thank you for your understanding, Ferdinand
  • problema de regreso de código de gestor de scripts

    General Talk
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    3 Posts
    689 Views
    JH23J
    Excuse me, I thought I translated it was my mistake, and in the same way, thank you for your help.
  • GeDialog.AddSeparatorH documentation

    Cinema 4D SDK python s24
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    mikeudinM
    I have a same issue. The problem solved by assigning argument without name: self.AddSeparatorH(5, flags=c4d.BFH_FIT);
  • Is it possible to resize a c4d.VariableTag?

    Cinema 4D SDK python
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    6 Posts
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    ferdinandF
    Hello @karpique, without any further questions, we will consider this topic as solved by Monday and flag it accordingly. Thank you for your understanding, Ferdinand
  • EDITTEXT symbols missing

    Cinema 4D SDK s24 sdk python
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    a_blockA
    Oh, my bad then. Will update immediately, which I should have probably done before posting to the public forum. I'd say, if you can, please remove this thread, so nobody gets confused. And don't worry about InitValues(). Cheers
  • How to create a child from the script manager?

    General Talk r20 python
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    ferdinandF
    Hello @JH23, first, I would like to point out that we ask the community here to post separate questions into separate postings, so that other users can find more easily answers when searching the forum. You can read more about the procedures of SDK support in our Forum Guidelines. It is okay in this case, but for future cases we have to ask you to open new topics for follow-up questions that are not directly related to the initial question of the topic (thread). About your question - you have two options when you want to make an object editable: In case you already have the object in question already inserted into the active document and are in the main thread, you can still use CallCommand. For CallCommand you have to keep in mind that it usually relies on an object selection. When running it in a script, you have then make sure that actually the objects you want to be affected are selected when you do run the CallCommand. I have provided an extension of my prior example at the end of this posting. In all other cases, i.e., when the object is either in no document or not in the active one, or you are not on the main thread, then you must use c4d.utils.SendModelingCommand Link. In this case for example for the command MCOMMAND_MAKEEDITABLE. You can find more information about that in our SDK documentation and in the code examples on GitHub. Cheers, Ferdinand Example code: import c4d def main(): # Assuming you want to use a CallCommand, you can do this. In practice # instantiating a cube object is better done in the way shown by Cairyn # in the forums. # The CallCommand for creating a cube object which will also insert and # select the cube. c4d.CallCommand(5159) # Get the currently active object; which is the new cube object due to the # prior CallCommand. The function object() created by the script log, and # used in your code, does effectively something similar. But it has the # overhead of retrieving the active object each time it is being called, # which is not necessary here. # In a script environment there are also the predefined attributes op and # doc, "variables" in non-Python terms. op is the currently active object # when the script is being run and doc the currently active document. # We cannot use op here, since the CallCommand just did change that, but # we can use doc, which we could retrieve also manually if we had to via # c4d.documents.GetActiveDocument(). cube = doc.GetActiveObject() # Set some of the parameters of that cube object. cube[c4d.ID_BASELIST_NAME] = "Cube" cube[c4d.PRIM_CUBE_LEN, c4d.VECTOR_X] = 32 cube[c4d.PRIM_CUBE_LEN, c4d.VECTOR_Y] = 32 cube[c4d.PRIM_CUBE_LEN, c4d.VECTOR_Z] = 32 cube[c4d.PRIM_CUBE_SUBX] = 11 cube[c4d.PRIM_CUBE_SUBY] = 11 cube[c4d.PRIM_CUBE_SUBZ] = 11 # Instantiate manually a cone object and insert it under that cube, i.e., # do it like Cairyn has shown it. cone = c4d.BaseObject(c4d.Ocone) # We can also set the name of a node like this, which is a bit easier to # remember than the ID. cone.SetName("Cone") # Set some parameters of the cone. You can find out parameter ids via # drag and drop and the console, read more about it here: # developers.maxon.net/docs/Cinema4DPythonSDK/html/misc/descriptions.html cone[c4d.PRIM_CONE_HEIGHT] = 32 cone[c4d.PRIM_CONE_BRAD] = 16 cone[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_Y] = 32 # Create a phong tag for the cone, so that the cone is being shaded nicely. phongTag = cone.MakeTag(c4d.Tphong) # Enable the angle limit of the phong tag. phongTag[c4d.PHONGTAG_PHONG_ANGLELIMIT] = True # Insert the cone under the cube. cone.InsertUnder(cube) # When we are doing things "manually", i.e., do not use CallCommand, we # have to push an update to Cinema 4D after we have modified the scene # graph. c4d.EventAdd() # Make the cube object the new active selection. doc.SetActiveObject(cube, c4d.SELECTION_NEW) # And run the " Make Editable" CallCommand on that c4d.CallCommand(12236) # Make Editable if __name__ == '__main__': main()