• Changing material projection in takes using Python

    Moved Cinema 4D SDK
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    F
    Thank you @zipit I adopted your solution into our code and it works exactly as expected. Thank you for your help. Best regards, Tomasz
  • MacOS BigSur on M1 Macbook Air zlib not loading

    Cinema 4D SDK python r23 macos
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    M
    Correct here are all the one we expect to fail: bz2 curses gzip lzma zlib As a quick reminder, Python 3.7.7 doesn't officially support M1, and only Python 3.9.1 (released in December does fully support it). Cheers, Maxime.
  • Scrolling in UA

    Cinema 4D SDK r23 python
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    P
    Ok, clear. Thank you.
  • Data to Spline

    Cinema 4D SDK python c++
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    ferdinandF
    Hi, without further feedback, we will consider this thread as solved by Wednesday and flag it accordingly. Cheers, Ferdinand
  • How to catch Preferences editing

    Cinema 4D SDK python r23 r21
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    ferdinandF
    Hi, without further feedback, we will consider this thread as solved by Wednesday and flag it accordingly. Cheers, Ferdinand
  • 0 Votes
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    M
    @gsmetzer said in Adding multiple cameras from a single file to the render queue: My only question: Can you run this script without saving a multiple iterations of the source .c4d file to the OS? Sadly, this is not possible, you are forced to create a c4d file each time. However this is a feature we will tackle in the future, but I can't say when neither give any guarantee. Or, is it possible to delete the source .c4d file iterations upon completion? You can iterate all elements, call GetElementStatus and check for its finish state. If you need help to achieve that please open a new topic. Cheers, Maxime.
  • 0 Votes
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    ferdinandF
    Hi @delizade, Thanks @a_block for helping out! @delizade you can find the description for the priority options in the Python Tag section of the user manual. Cheers, Ferdinand
  • Content Browser and StrNotFound

    Cinema 4D SDK r23 python
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    ManuelM
    hi, i was saying not to use the same ID (in case of conflict) But it seems that there's no conflict neither with the symbol name or the symbol ID. A bit strange. Cheers, Manuel
  • 0 Votes
    7 Posts
    2k Views
    ferdinandF
    Hi, without further feedback, we will consider this thread as solved by Monday and flag it accordingly. Cheers, Ferdinand
  • How can I control a Python Tag's execution?

    Cinema 4D SDK python
    4
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    ferdinandF
    Hi, without further feedback, we will consider this thread as solved by Monday and flag it accordingly. Cheers, Ferdinand
  • HOW TO BIND KEYBOARD SHORTCUT TO PLUGIN

    Cinema 4D SDK python r21
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    gheyretG
    @m_magalhaes Now i know how to solve my problem! Thank you for your reply. Cheers!
  • Dialog button hangs C4D

    Cinema 4D SDK python
    6
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    ferdinandF
    Hi, without further feedback, we will consider this thread as solved by Monday and flag it accordingly. Cheers, Ferdinand
  • PYTHON - INPUT DELAI

    Cinema 4D SDK python r21 macos
    7
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    7 Posts
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    ferdinandF
    Hi, without further feedback, we will consider this thread as solved by Monday and flag it accordingly. Cheers, Ferdinand
  • PYSIDE FOR C4D PROBLEMS

    Cinema 4D SDK python r21
    7
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    7 Posts
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    gheyretG
    @zipit I just read this(Connect C4D with Tkinter) post,It does seem to help me Thank you again!
  • Detect closing of Document

    Cinema 4D SDK
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    ferdinandF
    Hi @lasselauch, we talked about your problem this morning. There are two ways of looking at your question: You are interested in the event of a closing document (i.e. present progressive) and you want to react to that event by making some changes before this process is finalized (i.e. the document closed). As already stated yesterday by me, there is currently no way to do that in a GeDialog. You will need some kind of node for that. It is also noteworthy that currently CommandData is bugged in this regard in Python. As @mp5gosu already pointed out, MessageData is a really good way to go, unless you do not have already something like TagData plugin where you could squeeze in that functionality. You are interested in the state of the loaded documents list, i.e. if a document has closed (past tense), but not exactly when it happens. This is possible in a dialog. You already provided your own answer here (thanks for making it visible to everyone). The basic idea is just to build some hashmap/list to compare against what Cinema considers to be loaded documents. As an added note, you might want to look at GeDialog.Timer, which will let you execute things in fixed intervals, in order to get closer to the point of when something happened. This won't be to much of a performance strain if implemented carefully. Cheers, Ferdinand
  • Drag and Drop "Command" from Treeview

    Cinema 4D SDK
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    6 Posts
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    ferdinandF
    Hi, I understand that this thread has not yet come to a final conclusion, but without further feedback, we will consider this thread as solved by Monday and flag it accordingly. Cheers, Ferdinand
  • 0 Votes
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    mikeudinM
    Thank you @m_magalhaes !
  • Plugin is evaluated for all frames

    Cinema 4D SDK r21 s22 r23 r20 python
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    ferdinandF
    Hi @pyr, thank you for reaching out to us. I am afraid we will need a little bit more than that, as otherwise it will be very hard to answer your question What kind of plugin do you implement? What does it do or what would you consider as running? On a very abstract level you cannot really prevent plugins from running other than not registering them at the start of the application. But you can of course modify their output depending on basically everything, including render events and at what time offset some given document is. Cheers, Ferdinand
  • Snap settings issues in R21/R23?

    Cinema 4D SDK r21 r23 python
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    CairynC
    @zipit Thanks, I thought so... but you never know whether some functionality has a hidden internal purpose. Deprecating it will probably be the best solution.