• Close any C4D Window

    Cinema 4D SDK python r20
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    ManuelM
    hello, thanks a lot for posting your solution here. Cheers Manuel.
  • Project World Axis

    Cinema 4D SDK c++ r20
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    rsodreR
    I found my problem. When the workplane is transformed, any new object will be created with it's matrix. Since I'm using handles on a modifier, and was using the generator's matrix do draw (I don't need the modifier transform), the handles was being drawn with the added workplane transform.
  • From edge to polygons

    Cinema 4D SDK c++ r19 r20
    5
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    5 Posts
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    C4DSC
    @C4DS said in From edge to polygons: storing a pair of (4 * polygon + edge) values ... it will be. Thanks for the confirmation
  • QuickTabCustomGui.GetData() is None

    Cinema 4D SDK r20 python
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    M
    @m_adam thank you for your answer from the code, it similar to what i already try, but this way looks like not a perfect solution. actually after read most c4d gui sdk and write some examples, i think maybe c4d should update gui model? sometimes it not flexible. just my personal thoughts, don't mind : ) expect python 3.x and pyside2 coming : )
  • 0 Votes
    3 Posts
    621 Views
    S
    Hello, just for your information: you find more about CTracks in the CTrack Manual and more information on DescIDs and DescLevels in the DescID Manual. best wishes, Sebastian
  • SET DTYPE_VECTOR4D VALUE

    Cinema 4D SDK r20 python
    2
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    2 Posts
    560 Views
    r_giganteR
    Hi @mike, thanks for reaching out us. With regard to the issue reported, I confirm that it's known bug and there is no current workaround. A bug fix will be delivered in the future. Regard, Riccardo.
  • Set Vector Y to 0 (in World Space)

    Cinema 4D SDK r20 python
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    801 Views
    B
    @Cairyn and @r_gigante RE: BUT: This world matrix is already part of the object that contains the points. Now your points have applied the matrix twice, first through the object and then through this multiplication. Thanks for the clarification. Works as expected. (And I agree, I owe you a beer Cairyn hehehe). Have a great day ahead!
  • Accessing Octane node editor with python

    Moved General Talk r20
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    S
    @Graeme Thank you very much! @r_gigante Will do, thanks.
  • 0 Votes
    8 Posts
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    r_giganteR
    Hi @bentraje, thanks for reaching out us. With regard to your question, there's no "straightforward" method delivered, either in Cinema 4D Python API or C++ API, tailored to this specific scope but rather using the approach proposed by @Cairyn is the way to go (and personally I don't find anything clunky). With regard to the GeListNode::Remove() as reported in the documentation it's just responsible for removing a node from a list and in C++ it's also return the object's ownership to the caller freeing Cinema 4D from being responsible to dispose that resource. Best, Riccardo
  • Python module Inspect don't showing updated code

    General Talk
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    2 Posts
    635 Views
    r_giganteR
    Hi @mikeudin, thanks for reaching out us. With regard to your request, although it's not expected it to work inside the Cinema 4D Script Manager you can get it properly working using the c4dpy executable (here's the 20.059 compatible version[URL-REMOVED]) as much as you do on the Python Shell or on SublimeText console as you can see from the log below. $ more test.py import inspect # Save this code as script py-file and start def main(): code = inspect.getsource(main_new) # place function code to str variable print code # print code text. Works on Python Shell, but not in C4D Scripts Manager def main_new(): # This is a comment # New comment string # Change this code, to check the console output pass if __name__ == '__main__': main() $ ./c4dpy.app/Contents/MacOS/c4dpy test.py def main_new(): # This is a comment # New comment string # Change this code, to check the console output pass $ Best, Riccardo [URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.
  • 0 Votes
    3 Posts
    468 Views
    B
    RE: there is no way to retrieves the created object from the built-in Tool Thanks for the confirmation RE: SendModelingCommand/MCOMMAND_MIRROR. Correct me if I'm wrong but this works only on polygon objects. I'm mirroring a joint chain rather than a polygon object. Is there a way around this? Thank you.
  • Access Object Manager Fold and Unfold?

    Cinema 4D SDK r20 python
    6
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    6 Posts
    3k Views
    B
    Thanks for confirmation @Cairyn and @r_gigante Sorry for being picky. Just had some muscle memory from other softwares that wanted to port to C4D. Anyhow, will settle for the Ctrl+LMB as specified by @Cairyn Thanks again have a great day ahead!
  • Modify the Default Untitled Python Script

    Cinema 4D SDK r20 python
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    3 Posts
    785 Views
    B
    Thanks Adam for the confirmation. I'll just send it for Maxon Suggestion for now. Thanks!
  • Get Deformed Points from Skin Deformer

    Cinema 4D SDK r20 python
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    B
    @m_magalhaes Thank you for the explanation: "The points are stored in a local space (local coordinates)." Printing the three version of points space was really helpful The code works as expected!
  • Adding polygon UVs & Normals.

    Cinema 4D SDK python r20
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    M
    Just to add additional information, In R21 GetAllHighlevelData() and SetAllHighlevelData() are working as expected for NormalTag, so data are not any more "shifted" and correctly interpreted internally. See What's New: Fixes: Fixed an issue where VariableTag.GetAllHighlevelData() and VariableTag.SetAllHighlevelData() used Uint16 instead of int16 for Tnormal. Fixed an issue where VariableTag.GetAllHighlevelData() returned data were shifted and not complete for Tnormal. Cheers, Maxime.
  • BaseContainer and range-based loop

    Cinema 4D SDK r20 r19 c++
    7
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    C4DSC
    @m_magalhaes Ah! However, I had preferred it was me who had overlooked these all those years. As this means I will still need to find a different solution for pre-R20 compatibility.
  • Force cache rebuild in python

    Cinema 4D SDK r19 r20 python
    5
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    5 Posts
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    rsodreR
    @m_adam Thanks Maxime. Your example really shows that the cache must be built independent of how much processing it takes. Leaves me knowing that there must be something wrong on my modifiers, and indeed there was. I was checking if bt != nullptr inside ModifyObject(). I remember I copied this from some example, and it was interrupting the modifier to process. When the script is over, it would fire again with bt filled and finish deforming.
  • Melting Edges

    General Talk
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    3 Posts
    742 Views
    R
    Thank you so much. I was thinging that I had to provide an edge index. Never thought that it would just require to select the points that define the edges. Great!!!
  • Getting Dependence of Object

    Cinema 4D SDK c++ r20
    3
    0 Votes
    3 Posts
    551 Views
    ManuelM
    hello, this topics will be considered as resolved if you have nothing to add. Cheers Manuel
  • Adding Custom Tree to TreeView.

    Cinema 4D SDK r20 c++ windows
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    O
    @mp5gosu I have one last question. on the thread for custom nodes that you mentioned above there was a file which was posted from Niklas. https://raw2.github.com/PluginCafe/examples/master/treeview/custom-nodes/custom-nodes.cpp Since this file was not there anymore and most probably it was a full code of what I am asking for, can it be that you or someone else might have that file somehow? That would be a great help. Thank you.