• BaseBitmap.CopyPartTo() with grayscale image

    Cinema 4D SDK python sdk
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    oli_dO
    Thank you very much Maxime for the reply. I'm looking forward to the r23 and the python 3 with a lot of impatience. Cheers
  • Maximize/Resize "Add Motion Clip" Window

    General Talk
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    Leo_SaramagoL
    @zipit Thanks!
  • CommandData ExecuteOptionID()

    Cinema 4D SDK python
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    fwilleke80F
    @m_magalhaes Just chiming in here... any news on those C++ examples? Cheers, Frank
  • id PluginMessage () when the scene loaded

    Cinema 4D SDK python sdk
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    ManuelM
    hi, sorry I was focused on calling a command and not a script. Even if it's pretty simple, it's not as simple as i expected to run a python script, sorry about that. Be careful that you need to create the script and relaunch c4d to be able to find it by its name. The idea is to retrieve the ID of the script and use callCommand to execute it. (as you can do with any commandData IDs) you can retrieve the ScriptList with GetScriptHead witch return a GeListHead So you can retrieve the first with GetFirst and compare the name. If you find one, you can simply return it's IDs using GetDynamicScriptID and return it. You now just have to use CallCommand with this ID. (be aware that this CallCommand will create an undo step in the undo stack) So your script will be executed when a new document is loaded. #include "maxon/apibase.h" #include "maxon/errorbase.h" #include "maxon/errortypes.h" #include "maxon/file_utilities.h" #include "maxon/application.h" #include "c4d_general.h" #include "c4d_commanddata.h" #include "c4d_baseplugin.h" #include "c4d_scenehookdata.h" #include "c4d_baselist.h" static Int32 GetScriptID(const maxon::String& scriptName) { iferr_scope; // check all script // Retrieves the script head BaseList2D* scriptHead = static_cast<BaseList2D*>(GetScriptHead(0)->GetFirst()); // for all script for (BaseList2D* script = scriptHead; script != nullptr; script = script->GetNext()) { // retrieves the name of the script maxon::String name = script->GetName(); // if the name match the argument, return the id of the script if (name.IsEqual(scriptName)) return GetDynamicScriptID(script); } // return NOTOK if no script founded. return NOTOK; } class pc12835_scenehook : public SceneHookData { public: static NodeData* Alloc() { return NewObjClear(pc12835_scenehook); } Bool Message(GeListNode* node, Int32 type, void* data) override { if (type == MSG_DOCUMENTINFO) { DocumentInfoData* const msg = static_cast<DocumentInfoData*>(data); if (msg == nullptr) return false; // switch message sub-type switch (msg->type) { case MSG_DOCUMENTINFO_TYPE_LOAD: { // define my script name maxon::String scriptName = "myscript"_s; // search the ID of the scrip const Int32 scriptID = GetScriptID(scriptName); // if the script have been founded, execute it. if (scriptID != NOTOK) CallCommand(scriptID); break; } case MSG_DOCUMENTINFO_TYPE_UNDO: case MSG_DOCUMENTINFO_TYPE_REDO: { ApplicationOutput("undo or redo done"_s); break; } } return true; } return SceneHookData::Message(node, type, data); }; }; Of course you need to register your sceneHookData with RegisterSceneHookPlugin Cheers, Manuel
  • Delete Third-Party-Tags?

    Cinema 4D SDK
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    M
    Hi with the latest update of Cinema 4D (R24 SP1), BasePlugin.GetFilename now also return the file extension in Python. Cheers, Maxime.
  • How to refresh a deleted object link in Python?

    Cinema 4D SDK
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    X
    Hi: It feels like a good question, otherwise I wouldn't have known that XPresso had this problem.I think your problem is that XPresso Tag adds links to user data.If you add user data links to Python nodes, you will have no problem putting splines in the links.Or drag the spline directly to XPresso manager, output the object, there will be no problem. import c4d #Welcome to the world of Python def main(): #global spline global obj global time spline = op[c4d.ID_USERDATA,1] if spline != None: SplineHelp = c4d.utils.SplineHelp() SplineHelp.InitSpline(spline) offset = SplineHelp.GetOffsetFromReal(time, 0) pos = SplineHelp.GetPos(offset) #print(pos) obj.SetAbsPos(pos) [image: 1598474349417-7854567857885.jpg]
  • Detecting Rename

    Cinema 4D SDK python
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    ferdinandF
    Hello @blastframe, without any further questions or replies, we will consider this topic to be solved by Monday and flag it accordingly. Thank you for your understanding, Ferdinand
  • What's the state of Ngons in Python?

    Cinema 4D SDK python classic api r21
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    CairynC
    @m_magalhaes said in What's the state of Ngons in Python?: About the bugs on the forum, we have introduce few month ago new tags "Bug report" and "Bug Fixed". We are also adding some tag in our bug database to retrieve faster the post on the forum. I know it's not perfect and sometimes we may forgot to add this tag on the first post of the thread. But it's better than nothing. Yeah, I'll try to use that in the future although it probably won't affect existing threads (a lot of valuable knowledge still resides in the "old forum" parts). @Cairyn said in What's the state of Ngons in Python?: Anyway, I don't think this issue is of huge interest as you said there's a replacement in the new kernel already, which will probably come with a diferent tesselation algorithm, so I present it here as a curiosity. Don't get me wrong, all modeling command have been migrated to the new modeling kernel. If you are using SendModelingCommand, it will use the new kernel. So what you see now in S22 and R23 (ok you will see in R23) IS the new kernel. There will be no better tesselation. I consider this as a bug. As a Perpetual user, I'm still on R21 (as tagged) so is this also the new kernel? AFAIK the new kernel has been working behind the API for a while now, being gradually introduced into the functionality, so it's possible that this bug still persists. I can't test it on a demo of S22 for you, as the current licensing does not allow me to install one. The new modeling kernel isn't exposed yet. But it is used. I understand, it's a bit confusing. We are moving Cinema4D to the new core. But as long as some part of Cinema4D are using the old system (object manager for exemple), the new core need to "translate" that to the classic API. (...) I hope it's clear. Sure, I have a few decades of programming under the belt. It's just a bit difficult as non-Maxon developer to see the details. Seeing only the API (and therefore the user-side of the translation layer), I can't always tell what the underlying data model really is; what's stored as attribute, what's calculated on the fly, what's internally cached for fast access, what's abstracted and what's plainly stored... I may make wrong assumptions on the internal workings. this look like a valid ngon but i will ask It probably is valid - I don't see a reason why it should be forbidden. I just notice that the tesselation algorithm tends to avoid such "inner polygons". That may not be intentional (based on a rule) though, but just a consequence of how the algorithm works. Thanks again, -- Cairyn --
  • Access Python Tag Globals from outside

    Cinema 4D SDK python
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    indexofrefractionI
    Thanks zipit and Maxime, I use the MSG_BASECONTAINER solution now, thanks for the example ! one question here: you always return True from the message() function is that necessary? the docs here https://developers.maxon.net/docs/py/2023_2/manuals/introduction/python_tag.html?highlight=python plugin just says : Return type: bool Returns: Depends on the message type. ... and a bit off topic : is there a message, when a python tag or generator gets enabled / disabled by the (generator) switch in the object manager? can i catch that?
  • 0 Votes
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    CairynC
    yupyup, BaseSelect has no connection to the original object it actually selects from, not even in the cases where you get a pointer to the BaseSelect returned and change the selection directly through it. That's why we need the max parameter for SelectAll and ToggleAll -- the BaseSelect doesn't know what "all" even is. (Not GetLastElement()!) For GetRange() though, that reasoning does not apply. Now let's see whether I can crash C4D with inconsistent edge selections...
  • Get Point Positions of Selected N-Gon or Polygon

    General Talk
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    X
    Hi: This is a bit of a hassle, but can still be scripted, who CARES about an extra polygon. import c4d def main(): polygons = op.GetAllPolygons() points = op.GetAllPoints() point = [c4d.Vector(10000, 10000, 10000),c4d.Vector(9999, 10000,10000), c4d.Vector(9999, 10000, 10001),c4d.Vector(10000, 10000, 10001)] point_indexe = [[len(points) + i ,point[i]] for i in range(len(point))] op.ResizeObject(len(points) + len(point),len(polygons) + 1) set_point = [op.SetPoint(k[0], k[1]) for k in point_indexe] op.Message(c4d.MSG_UPDATE) c4d.EventAdd() if __name__=='__main__': main()
  • ToolPlugin Problems

    Cinema 4D SDK python s22 r21 r20 r19
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    kbarK
    @gheyret great to hear! Looking forward to seeing what it is you are creating.
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    AwesuusA
    Thank you so much, this works like a charm!!!
  • Requests for GeClipMap Class

    Cinema 4D SDK
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    ?
    @m_magalhaes Thanks, Manuel!
  • MultiLineEditText Documentation

    Cinema 4D SDK python
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    ?
    @m_adam Thank you for the update, Maxime!
  • Store generator's property

    Cinema 4D SDK python
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    ManuelM
    hi can we considered this thread as resolved ? Cheers, Manuel
  • 0 Votes
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    CairynC
    @android Here's a thread for reference regarding the limitation of a Generator spline: https://developers.maxon.net/forum/topic/12596/is-it-possible-to-get-a-spline-wrap-object-to-use-a-python-generated-spline
  • 0 Votes
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    ferdinandF
    Hi, jeah, that is probably somewhat the reason. Although Python has true statically typed arrays, which also can be used to directly in-place manipulate C arrays (i.e. array.array), from what I understand it is quite cumbersome to achieve such linkage. This is probably the reason why Maxon does not bother in this case and others like for example vertex colors. Including these access points is still a bit puzzling though. Maybe they are somehow used internally? But I cannot think of a case where this would make sense. Cheers, zipit