• 0 Votes
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    F
    Hello @ferdinand Thank you for your guidance. I'll follow your suggestion and reach out to the support team for assistance with my query. Best regards, Tomasz
  • How to get sphere coordinates

    Cinema 4D SDK s26 c++ windows
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    i_mazlovI
    Hi @pchg , This thread is almost a full duplicate of your adjacent thread: How to preserve the animation of a sphere. The answer is provided there. Cheers, Ilia
  • UserArea drag and drop example?

    Cinema 4D SDK windows 2024 python
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    K
    I tried using a timer to solve this problem, but I still want to know if there is a more direct way import c4d import threading from c4d.gui import GeUserArea, GeDialog GADGET_ID_GEUSERAREA = 10000 class DropArea(GeUserArea): def __init__(self): # Used to store all objects involved in the drag-and-drop operation self.currentDragObjects = [] # Flag to indicate whether a drag operation is in progress self.isDragging = False # Define a timer to delay the handling of the drag completion self.dragTimer = None def Message(self, msg, result): # Handle drag-and-drop messages if msg.GetId() == c4d.BFM_DRAGRECEIVE: # Check if the drag was lost or canceled if msg.GetInt32(c4d.BFM_DRAG_LOST) or msg.GetInt32(c4d.BFM_DRAG_ESC): self.isDragging = False return self.SetDragDestination(c4d.MOUSE_FORBIDDEN) # If the drag just started, clear the previous object list if not self.isDragging: self.currentDragObjects = [] # Initialize the storage list self.isDragging = True # Mark the beginning of the drag # Verify if it is a valid drop area if not self.CheckDropArea(msg, True, True): return self.SetDragDestination(c4d.MOUSE_FORBIDDEN) # Get the dragged file object dragInfo = self.GetDragObject(msg) if dragInfo is not None: dragObject = dragInfo['object'] # Check if the object already exists in the list to avoid duplicates if dragObject not in self.currentDragObjects: self.currentDragObjects.append(dragObject) # Reset the timer to delay the handling of drag completion if self.dragTimer is not None: self.dragTimer.cancel() # Set a short timer (e.g., 0.2 seconds) to determine if the drag operation is complete self.dragTimer = threading.Timer(0.2, self._finalize_drag) self.dragTimer.start() # Set the mouse cursor to a valid state return self.SetDragDestination(c4d.MOUSE_MOVE) # Call the base class Message() method to handle other messages return c4d.gui.GeUserArea.Message(self, msg, result) def _finalize_drag(self): # Delayed execution to ensure all dragged objects have been received self.isDragging = False if self.currentDragObjects: # Print all dropped files print(f"Dropped files: {self.currentDragObjects}") # Additional logic can be executed here, e.g., handling file paths or other content # Clear the object list for the next drag-and-drop operation self.currentDragObjects = [] # Redraw the user area (if UI update is needed) self.Redraw() class ExampleDialog(GeDialog): geUserArea = DropArea() def CreateLayout(self): self.SetTitle("Drag Area") if self.GroupBegin(0, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, cols=1, rows=0, title="", groupflags=0, initw=100, inith=100): self.GroupBorderSpace(8, 8, 8, 8) self.GroupSpace(2, 2) # Add the user area gadget self.AddUserArea(GADGET_ID_GEUSERAREA, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 200, 200) # Attach the user area to the gadget self.AttachUserArea(self.geUserArea, GADGET_ID_GEUSERAREA) self.GroupEnd() return True if __name__ == "__main__": global dlg dlg = ExampleDialog() dlg.Open(dlgtype=c4d.DLG_TYPE_ASYNC, defaultw=200, defaulth=200)
  • 0 Votes
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    ThomasBT
    @ferdinand Hello Ferdinand, Thank you very much first of all. yes, you're right, I worked extremely sloppily with the SMC method, of course I'll take the threading into account and also work with a Temp Document. Regarding the problem itself, I can only say that reinstalling CINEMA 4D solved our problem. Cheers
  • Python plugin in costum C4D-Layout

    Cinema 4D SDK 2024 python windows
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    M
    @ferdinand thank you for your welcoming words, for your help and edits. Since I am no trained developer I was simply copy and pasting my first lines of code including the RegisterCommand function from the maxon python example github and thought it would fit my application since I thought the description in the sdk seemedlike a match to me ["Command can be dragged into an icon bar and delivers its own dialogs instead of icons." (- maybe I got that wrong)]. Also scince I have little developing experience the term "smallnode" is nothing I can make sense of and an accurate description seems to be missing. Nevertheless I tried your suggestion and it works like a charm. Thanks a lot Marc
  • 0 Votes
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    G
    The API does appear to have movie saving features. https://developers.maxon.net/docs/py/2023_2/modules/c4d.bitmaps/MovieSaver/index.html
  • 0 Votes
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    ferdinandF
    Hey @ThomasB, That has nothing to do with the highlighting but with the fact that Maxime used incorrect links. developers.maxon.net/docs/ links will only work from outside of the forum. Inside the forum you currently have to use dvelopers.maxon.net/assets/docs/ as otherwise nodebb is trying to take over the routing. I am working on fixing that issue. I have fixed both links of Maxime. Cheers, Ferdinand
  • Python: Detect Plugins

    Cinema 4D SDK 2024 python windows
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    J
    Thanks for the response. I'll see if this does what I need it to John Thomas
  • 0 Votes
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    M
    Hi thanks for the report, python should never crash, so it's going to be fixed in the next release. In any case the port should be a valid a port, but an exception should be raised when None is passed. Cheers, Maxime
  • How should I download Cineware sdk?

    Cineware SDK windows s22
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    M
    Thanks for the report, I've fixed the link. Cheers, Maxime.
  • Call "Set Deformed Mesh" on Weight Tag

    Cinema 4D SDK 2024 python windows
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    M
    Hi you need to use call button def apply_deformed_mesh(meshes): """ Apply 'Set Deformed Mesh' on all meshes with weight tags. """ for obj in meshes: weight_tag = obj.GetTag(c4d.Tweights) if weight_tag: bc = weight_tag.GetDataInstance() # Set the button to 'Set Deformed Mesh' bc.SetInt32(c4d.ID_CA_WEIGHT_TAG_SET_BUTTON, c4d.ID_CA_WEIGHT_TAG_SET_DEFORMED_MESH) c4d.CallButton(weight_tag, c4d.ID_CA_WEIGHT_TAG_SET_BUTTON) # Update the scene c4d.EventAdd() Cheers, Maxime.
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    fwilleke80F
    Ok, thanks!
  • How to Get cloner data in C++

    Cinema 4D SDK s26 c++ windows
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    M
    Hi you can find in read_modata_color_r16.py a Python example doing exactly that. To retrieve the position instead of retrieving the MODATA_COLOR your need to retrieve MODATA_MATRIX. There is no difference for doing it in C++. Cheers, Maxime.
  • Spline to UV map... is this even possible?

    Cinema 4D SDK python 2024 windows
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    justinleducJ
    Hey @m_adam, I never thanked you for your very helpful and thorough reply, so allow me to do so now: thank you very much! Your reply ended up being extremely useful, as it guided me in implementing the KD-Tree within my Python script, as well as helping me convert the Barycentric coordinates to UV coordinates. So, for that, once again; thank you! Now that this is implemented, I am faced with a challenge: it appears that the precision of the drawing of the Spline greatly depends on the subdivision/triangulation level of my geometry (for example, the Sphere in my parent message). In other words, if the geometry whose UV map I am drawing the shape of my Spline onto is very low-poly, the drawing of said Spline will be incredibly imprecise. It seems like the precision increases as I increase the amount of polygons on the geometry. Just curiously, without necessarily pasting my code here, I was wondering if - at the top of your head - this behavior was to be expected? Does this mean that, with the KD-Tree and Barycentric conversion method, I would never be able to programmatically draw a perfectly round circle Spline on a Plane object that, despite having a perfect UV map, only has 2 polygons? I can work around those constraints, but it'd be great to know if the current imprecision of my drawing approach isn't caused by something else. Thanks!
  • 0 Votes
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    joel_motionJ
    @i_mazlov Thank you very much for your response! I am not sure how long it would have taken me to figure out the "prefsPlugin: c4d.BasePlugin =... " part without your help. This is the code I wrote, which works exactly how I wanted it to (and now I have the script mapped to a hotkey). import c4d def main(): prefsPlugin: c4d.BasePlugin = c4d.plugins.FindPlugin(c4d.PREFS_NAVIGATION, c4d.PLUGINTYPE_PREFS) navigationValue: int = prefsPlugin[c4d.PREF_NAVIGATION_CAMERA] if navigationValue == 3: prefsPlugin[c4d.PREF_NAVIGATION_CAMERA] = c4d.PREF_NAVIGATION_CAMERA_CAM else: prefsPlugin[c4d.PREF_NAVIGATION_CAMERA] = c4d.PREF_NAVIGATION_CAMERA_CUR if __name__=='__main__': main() Thanks again!
  • Sub-frame document time

    Cinema 4D SDK c++ windows
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    WickedPW
    Is there any way to get around the apparent hard-coded maximum frame rate limit? WP.
  • 0 Votes
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    ferdinandF
    Hello @Christian-0, Thank you for reaching out to us. I am a bit confused by your question. A soft body simulation is characterized by the fact that it gives up the idea of a geometry transform with governs a geometry as usually applied in computer graphics. In the end this means that the transform of the object (BaseObject.GetMg) will not change but the points will and with it the bounding box of an object. Below you see a soft body cylinder falling. Its transform, the axis, never changes, but the bound box does. Animated are here the points, not the object, hence the term soft body. bbox.mp4 In the API you can get the bounding box values with BaseObject.GetMp and BaseObject.GetRad. When you want a transform, a matrix for that, you would have to compute that yourself. The matrix manual dissects how to construct matrices. Cheers, Ferdinand
  • Access to the coordinate manager.

    Cinema 4D SDK 2023 python windows
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    S
    @ferdinand Thank you very much for the expanded object.
  • 0 Votes
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    H
    Hi @ferdinand, thanks for taking the time to clarify that Okay, I see. So one can view this "behavoiur" as intended since it is the result of the math behind how the circle spline is calculated? Still I wonder why the circle spline primitive with 1 intermediate point, i.e. with four control points doesn't appear like the n-side spline with 8 sides? Wouldn't it be "cleaner" that way? Regading the true values - I am well aware that the repr of c4d.Vector rounds in the GUI. It was only that those values were quite off compared to the values of the points of the n-side spline. That's why my initial question arose. Interesting and good to know that rotating points via sine and cosine is slow and no good option. Thank you for that insight. May I ask why that is? I mean why is c4d.utils.MatrixRotZ better? What does that function do differently in terms of performance? In the end it has to do the math as well, does it not? Sorry for constantly asking all this stupid questions. It is only that I want to understand these things thoroughly. Thanks for your time, Sebastian