Types¶
Functions Signatures
| Retrieves the recent documents list. | |
| Returns the active document of Cinema 4D. | |
| Returns the first document in the list of documents within Cinema 4D. | |
| Sets doc in the editor that the user is editing, this is the active document. | |
| Saves the document to a file. | |
| Renders the document to a bitmap. You need to initialize the image with the size of the render data | |
| Merges the file name into the document doc. | |
| Loads a file into Cinema 4D and opens it. | |
| Removes and free all resources of this document. | |
| Inserts a document into the Cinema 4D editor list of documents. | |
| Similar to  | |
| Closes all open documents in Cinema 4D. | |
| Controls the time of the active document doc. | |
| Controls the animation in the active document doc. | |
| Used for modeling tools with GUI input. | |
| A helper routine to copy the objects t_objects of document doc to a new document (returned). | |
| Stop the external renderer. | |
| Get the batch render instance. | |
| Deprecated since version S22: Use  | |
| Get all assets from a document. | |
| Save the document as a project (menu “Save Project with Assets”). | |
| Returns the first timeline marker of the document. | |
| Inserts a timeline marker into the document at a given time. Optionally an insertion point pPred in the timeline marker list can be specified, giving the marker before the wanted insertion point. | 
Functions Documentation
- 
c4d.documents.GetRecentDocumentsList(isBodyPaint=False)¶
- Retrieves the recent documents list. - New in version R21. - Parameters
- isBodyPaint (bool) – True to retrieve BodyPaint’s list. 
- Return type
- Returns
- The recent documents list. 
 
- 
c4d.documents.GetActiveDocument()¶
- Returns the active document of Cinema 4D. - Return type
- Returns
- The active document. 
 
- 
c4d.documents.GetFirstDocument()¶
- Returns the first document in the list of documents within Cinema 4D. - Return type
- Returns
- The first document. 
 
- 
c4d.documents.SetActiveDocument(doc)¶
- Sets doc in the editor that the user is editing, this is the active document. - Warning It’s mandatory for doc to be already inserted into the Cinema 4D list of documents.This can be done with- InsertBaseDocument().- Parameters
- doc (c4d.documents.BaseDocument) – The document. 
 
- 
c4d.documents.SaveDocument(doc, name, saveflags, format)¶
- Saves the document to a file. - See also - The script that shows how to effectively access and change the settings of an importer/exporter. - See also - Warning note in - SceneSaverData.Save().- Parameters
- doc (c4d.documents.BaseDocument) – Command ID 
- name (Union[str, c4d.storage.MemoryFileStruct]) – File to save the document to. 
- saveflags (int) – - The flags - SAVEDOCUMENTFLAGS_NONE - None. - SAVEDOCUMENTFLAGS_DIALOGSALLOWED - Flag to inform that a dialog can be displayed. If this flag is not set then no dialogs must be opened. - SAVEDOCUMENTFLAGS_SAVEAS - Forces a “Save As” and opens the file dialog. - SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST - Do not add the saved document to the recent file list. - SAVEDOCUMENTFLAGS_AUTOSAVE - Sets the “Auto Save” mode. Files are not added to the recent file list and the document change star will not be reset. - SAVEDOCUMENTFLAGS_SAVECACHES - For melange export only. Caches of objects will also be written (only supported by Cinema 4D file format). - SAVEDOCUMENTFLAGS_EXPORTDIALOG - Opens the Export dialog. - SAVEDOCUMENTFLAGS_CRASHSITUATION - This flag is passed to Cinema 4D if a crash occurred. - SAVEDOCUMENTFLAGS_NO_SHADERCACHE - Disables the SCENEFILTER_SAVE_BINARYCACHE flag. 
- format (int) – - The file format to save the document as. - FORMAT_PREF - Preferences. - FORMAT_WAV - WAV sound. - FORMAT_L4D - Layout. - FORMAT_P4D - Layout. - FORMAT_C4DIMPORT - Cinema 4D import. - FORMAT_C4DEXPORT - Cinema 4D export. - FORMAT_VRML1IMPORT - VRML 1 import. - FORMAT_VRML1EXPORT - VRML 1 export. - FORMAT_VRML2IMPORT - VRML 2 import. - FORMAT_VRML2EXPORT - VRML 2 export. - FORMAT_DXFIMPORT - DXF import. - FORMAT_DXFEXPORT - DXF export. - FORMAT_3DSIMPORT - 3DS import. - FORMAT_3DSEXPORT - 3DS export. - FORMAT_OBJIMPORT - Old OBJ import (R16 and older). - FORMAT_OBJEXPORT - Old OBJ export (R16 and older). - FORMAT_Q3DIMPORT - QuickDraw 3D import. - FORMAT_Q3DEXPORT - QuickDraw 3D export. - FORMAT_AIIMPORT - AI import. - FORMAT_DEMIMPORT - DEM import. - FORMAT_D3DEXPORT - Direct3D export. - FORMAT_OBJ2IMPORT - New in version R17.048: New OBJ import (R17 and newer). - FORMAT_OBJ2EXPORT - New in version R17.048: New OBJ export (R17 and newer). - FORMAT_SKPIMPORT - New in version R17.048: SketchUp import. - FORMAT_STEPIMPORT - New in version R20.026: Step import. - FORMAT_CATIAIMPORT - New in version R20.026: Catia V5 import. - FORMAT_IGESIMPORT - New in version R20.026: Iges import. - FORMAT_JTIMPORT - New in version R20.026: Jt import. - FORMAT_SOLIDWORKSIMPORT - New in version R20.026: Solidworks import. - FORMAT_ABCIMPORT - New in version R20.041: Alembic import (R20.041 and newer). - FORMAT_ABCEXPORT - New in version R20.041: Alembic export (R20.041 and newer). - FORMAT_DAE14IMPORT - New in version R20.041: Collada 14 import (R20.041 and newer). - FORMAT_DAE14EXPORT - New in version R20.041: Collada 14 export (R20.041 and newer). - FORMAT_DAE15IMPORT - New in version R20.041: Collada 15 import (R20.041 and newer). - FORMAT_DAE15EXPORT - New in version R20.041: Collada 15 export (R20.041 and newer). - FORMAT_AI_EXPORT - New in version S22: Adobe Illustrator AI export. - FORMAT_ALLPLAN_EXPORT - New in version S22: Allplan XML export. - FORMAT_BVH_IMPORT - New in version S22: BVH import. - FORMAT_FBX_EXPORT - New in version S22: FBX export. - FORMAT_FBX_IMPORT - New in version S22: FBX import. - FORMAT_GLTFEXPORT - New in version S22: glTF export. - FORMAT_DWG_IMPORT - New in version S22: AutoCAD DWG import. - FORMAT_STL_EXPORT - New in version S22: STL export. - FORMAT_STL_IMPORT - New in version S22: STL import. - FORMAT_VDB_EXPORT - New in version S22: Volume VDB export. - FORMAT_VDB_IMPORT - New in version S22: Volume VDB import. 
 
- Return type
- bool 
- Returns
- True if successful, otherwise False. 
 
- 
c4d.documents.RenderDocument(doc, rdata, bmp, renderflags=0, th=None, prog=None, wprog=None)¶
- Renders the document to a bitmap. You need to initialize the image with the size of the render data - Note - A - MultipassBitmapmust be passed to render the image with an alpha channel.- """ Copyright: MAXON Computer GmbH Author: Maxime Adam Description: - Render the current document with a progress hook to get notified about the current rendering progress. Class/method highlighted: - c4d.bitmaps.MultipassBitmap - c4d.documents.RenderDocument() """ import c4d def PythonCallBack(progress, progress_type): """Function passed in RenderDocument. It will be called automatically by Cinema 4D with the current render progress. Args: progress (float): The percent of the progress for the current step progress_type (c4d.RENDERPROGRESSTYPE): The Main part of the current rendering step """ text = str() if progress_type == c4d.RENDERPROGRESSTYPE_BEFORERENDERING: text = "Before Rendering" elif progress_type == c4d.RENDERPROGRESSTYPE_DURINGRENDERING: text = "During Rendering" elif progress_type == c4d.RENDERPROGRESSTYPE_AFTERRENDERING: text = "After Rendering" elif progress_type == c4d.RENDERPROGRESSTYPE_GLOBALILLUMINATION: text = "GI" elif progress_type == c4d.RENDERPROGRESSTYPE_QUICK_PREVIEW: text = "Quick Preview" elif progress_type == c4d.RENDERPROGRESSTYPE_AMBIENTOCCLUSION: text = "AO" # Prints to the console the current progress print("ProgressHook called [{0} / p: {1}]".format(text, progress * 100.0)) def PythonWriteCallBack(mode, bmp, fn, mainImage, frame, renderTime, streamnum, streamname): """Function passed in RenderDocument. It will be called automatically by Cinema 4D when the file rendered file should be saved. Args: mode (c4d.WRITEMODE): The write mode. bmp (c4d.bitmaps.BaseBitmap): The bitmap written to. fn (str): The path where the file should be saved. mainImage (bool): True for main image, otherwise False. frame (int): The frame number. renderTime (int): The bitmap frame time. streamnum (int): The stream number. streamname (streamname: str): The stream name. """ text = str() if mode == c4d.WRITEMODE_STANDARD: text = "Standard" elif mode == c4d.WRITEMODE_ASSEMBLE_MOVIE: text = "Assemble Movie" elif mode == c4d.WRITEMODE_ASSEMBLE_SINGLEIMAGE: text = "Assemble single image" print("ProgressWriteHook called [{0} / p: {1}]".format(text, renderTime)) def main(): # Retrieves the current active render settings rd = doc.GetActiveRenderData() # Creates a Multi Pass Bitmaps that will store the render result bmp = c4d.bitmaps.MultipassBitmap(int(rd[c4d.RDATA_XRES]), int(rd[c4d.RDATA_YRES]), c4d.COLORMODE_RGB) if bmp is None: raise RuntimeError("Failed to create the bitmap.") # Adds an alpha channel bmp.AddChannel(True, True) # Renders the document if c4d.documents.RenderDocument(doc, rd.GetData(), bmp, c4d.RENDERFLAGS_EXTERNAL, prog=PythonCallBack, wprog=PythonWriteCallBack) != c4d.RENDERRESULT_OK: raise RuntimeError("Failed to render the temporary document.") # Displays the render in the Picture Viewer c4d.bitmaps.ShowBitmap(bmp) if __name__ == "__main__": main() - Parameters
- doc (c4d.documents.BaseDocument) – The document you want to render. 
- rdata (c4d.BaseContainer) – The render data. 
- bmp (c4d.bitmaps.BaseBitmap) – The bitmap where the rendered picture will be saved in. Initialize the image with the size of the render data. 
- renderflags (int) – - Some renderflags. - RENDERFLAGS_NONE - None. - RENDERFLAGS_EXTERNAL - External render. - RENDERFLAGS_NODOCUMENTCLONE - Set to avoid an automatic clone of the scene sent to - RenderDocument().- RENDERFLAGS_SHOWERRORS - Show error messages. - RENDERFLAGS_PREVIEWRENDER - Preview render. - RENDERFLAGS_IRR - Interactive region render. - RENDERFLAGS_CREATE_PICTUREVIEWER - Render in a new Picture Viewer. - RENDERFLAGS_OPEN_PICTUREVIEWER - Open the Picture Viewer. - RENDERFLAGS_KEEP_CONTEXT - Private. - RENDERFLAGS_BATCHRENDER - Render in Batch Render. Private. - RENDERFLAGS_NET - Use NET System for rendering. - RENDERFLAGS_DONTANIMATE - New in version R17.032: Do not animate document before rendering. This should only be used in combination with RENDERFLAGS_PREVIEWRENDER. - RENDERFLAGS_PREVIEWSETTINGS - New in version R19: Use preview settings. - RENDERFLAGS_RENDERQUEUEERRORS - New in version R21.108: Cancel Render Queue rendering if scene has missing assets. - Note - If you are in a safe context you might use RENDERFLAG_NODOCUMENTCLONE to speed up the render process especially on big scenes. 
- th (Optional[c4d.threading.BaseThread]) – The thread to test for a break or None. 
- prog (Optional[Callable[[float, int], None]]) – - New in version R21. - A function that will be called during the rendering with information about the current progress. - The expected function signature is functionName(p, progress_type) and parameters correspond to: - p (float): The progress, between 0.0 and 1.0. 
- progress_type: The render Progress type: - New in version R21. - Symbol ID - Description - RENDERPROGRESSTYPE_BEFORERENDERING - Before rendering. - RENDERPROGRESSTYPE_DURINGRENDERING - During rendering. - RENDERPROGRESSTYPE_AFTERRENDERING - After rendering. - RENDERPROGRESSTYPE_GLOBALILLUMINATION - GI prepass. - RENDERPROGRESSTYPE_QUICK_PREVIEW - Quick Preview rendering. - RENDERPROGRESSTYPE_AMBIENTOCCLUSION - AO prepass. 
 
- wprog (Optional[Callable[[int, Optional[c4d.bitmaps.BaseBitmap], str, bool, int, int, int, str], None]]) – - New in version R21. - The write progress hook for the render operation. - The expected function signature is functionName(mode, bmp, fn, mainImage, frame, renderTime, streamnum, streamname) and parameters correspond to: - mode: the write mode type: - Symbol ID - Description - WRITEMODE_STANDARD - Standard. - WRITEMODE_ASSEMBLE_MOVIE - Assemble movie. - WRITEMODE_ASSEMBLE_SINGLEIMAGE - Assemble single image. 
- bmp ( - c4d.bitmaps.BaseBitmap): The bitmap written to. Can be None.
- fn (str): The filename where the file is going to be written to. 
- mainImage (bool): True for main image, otherwise False. 
- frame (int): The frame number. 
- renderTime (int): The bitmap frame time. 
- streamnum (int): The stream number. 
- streamname (str): The stream name. 
 
 
- Return type
- int 
- Returns
- The result: - RENDERRESULT_OUTOFMEMORY Not enough memory. RENDERRESULT_ASSETMISSING Assets (textures etc.) are missing. RENDERRESULT_SAVINGFAILED Failed to save. RENDERRESULT_USERBREAK User stopped the processing. RENDERRESULT_GICACHEMISSING GI cache is missing. RENDERRESULT_NOMACHINE Machine was not found. Can only happen during Team Rendering. RENDERRESULT_PROJECTNOTFOUND Project was not found. Can only be returned by Cinema 4D during command line rendering. RENDERRESULT_ERRORLOADINGPROJECT There was an error while loading the project. Can only be returned by Cinema 4D during command line rendering. RENDERRESULT_NOOUTPUTSPECIFIED Output was not specified. Can only be returned by Cinema 4D during command line rendering. ================================== ============================================================================================================== 
 
- 
c4d.documents.MergeDocument(doc, name, loadflags, thread)¶
- Merges the file name into the document doc. - Parameters
- doc (c4d.documents.BaseDocument) – The document to merge the loaded document name into. 
- name (Union[str, c4d.storage.MemoryFileStruct]) – The file to merge into doc. 
- loadflags (int) – - The scene filter flags for the loader: - SCENEFILTER_NONE - None. - SCENEFILTER_OBJECTS - Load/save objects. - SCENEFILTER_MATERIALS - Load/save materials. - SCENEFILTER_DIALOGSALLOWED - Flag to inform a plugin that a dialog can be displayed. If this flag is not set then no dialogs must be opened. - SCENEFILTER_PROGRESSALLOWED - Flag to inform a plugin that a progress bar can be displayed. The progress bar can be set by calling - StatusSetBar().- SCENEFILTER_MERGESCENE - Flag to inform a plugin that this is a merge operation, i.e. the document that is inserted to is an existing scene. - SCENEFILTER_NONEWMARKERS - Objects loaded from disk will keep their markers. - SCENEFILTER_SAVECACHES - For melange export only. Caches of objects will also be written (only supported by Cinema 4D format). This is the same as the global option “Save Polygon Objects for Melange Exchange”. - SCENEFILTER_NOUNDO - Use together with SCENEFILTER_MERGESCENE to avoid that undos are created for the merge operation. - SCENEFILTER_SAVE_BINARYCACHE - Save the binary compiled shaders with the scene (only for Cinema 4D format). - SCENEFILTER_IDENTIFY_ONLY - Do not load the whole document, identify it only. - SCENEFILTER_ONLY_RENDERDATA - Only load render settings. If this flag is set, SCENEFILTER_OBJECTS and SCENEFILTER_MATERIALS are ignored. - SCENEFILTER_IGNOREMISSINGPLUGINSINNONACTIVERENDERDATA - Ignore all missing plugins which are part of a non-active render data. - SCENEFILTER_IGNOREXREFS - New in version R16.038: Avoid that included X-Refs will be loaded. - SCENEFILTER_DONTCORRECTOUTPUTFORMAT - Do not change unknown output formats in render settings. 
- thread (Optional[c4d.threading.BaseThread]) – The current thread, or None for the main Cinema 4D thread. 
 
- Return type
- bool 
- Returns
- True if successful, otherwise False. 
 
- 
c4d.documents.LoadFile(name)¶
- Loads a file into Cinema 4D and opens it. - Note - This function can be used to open any kind of file Cinema 4D handles i.e. a document, an image, a layout or a lib4d/cat4d file. - Parameters
- name (str) – The file to load. 
 
- 
c4d.documents.KillDocument(doc)¶
- Removes and free all resources of this document. - Parameters
- doc (c4d.documents.BaseDocument) – The document to free. 
 
- 
c4d.documents.InsertBaseDocument(doc)¶
- Inserts a document into the Cinema 4D editor list of documents. - Note - SetActiveDocument()is called implicitly.- Parameters
- doc (c4d.documents.BaseDocument) – The document to insert. 
 
- 
c4d.documents.LoadDocument(name, loadflags, thread=None)¶
- Similar to - LoadFile()but this time the document is not put into the editors list of documents and it gives control over the loaded document.- Parameters
- name (Union[str, c4d.storage.MemoryFileStruct]) – The name of the file to load the document from. 
- loadflags (int) – - The scene filter flags for the loader: - SCENEFILTER_NONE - None. - SCENEFILTER_OBJECTS - Load/save objects. - SCENEFILTER_MATERIALS - Load/save materials. - SCENEFILTER_DIALOGSALLOWED - Flag to inform a plugin that a dialog can be displayed. If this flag is not set then no dialogs must be opened. - SCENEFILTER_PROGRESSALLOWED - Flag to inform a plugin that a progress bar can be displayed. The progress bar can be set by calling - StatusSetBar().- SCENEFILTER_MERGESCENE - Flag to inform a plugin that this is a merge operation, i.e. the document that is inserted to is an existing scene. - SCENEFILTER_NONEWMARKERS - Objects loaded from disk will keep their markers. - SCENEFILTER_SAVECACHES - For melange export only. Caches of objects will also be written (only supported by Cinema 4D format). This is the same as the global option “Save Polygon Objects for Melange Exchange”. - SCENEFILTER_NOUNDO - Use together with SCENEFILTER_MERGESCENE to avoid that undos are created for the merge operation. - SCENEFILTER_SAVE_BINARYCACHE - Save the binary compiled shaders with the scene (only for Cinema 4D format). - SCENEFILTER_IDENTIFY_ONLY - Do not load the whole document, identify it only. - SCENEFILTER_ONLY_RENDERDATA - Only load render settings. If this flag is set, SCENEFILTER_OBJECTS and SCENEFILTER_MATERIALS are ignored. - SCENEFILTER_IGNOREMISSINGPLUGINSINNONACTIVERENDERDATA - Ignore all missing plugins which are part of a non-active render data. - SCENEFILTER_IGNOREXREFS - New in version R16.038: Avoid that included X-Refs will be loaded. - SCENEFILTER_DONTCORRECTOUTPUTFORMAT - Do not change unknown output formats in render settings. 
- thread (Optional[c4d.threading.BaseThread]) – The current thread, or None for the main Cinema 4D thread. 
 
- Return type
- Optional[c4d.documents.BaseDocument] 
- Returns
- The document that was loaded, or None if it failed. 
 
- 
c4d.documents.CloseAllDocuments()¶
- Closes all open documents in Cinema 4D. 
- 
c4d.documents.SetDocumentTime(doc, time)¶
- Controls the time of the active document doc. - Note - Unlike - BaseDocument.SetTime()it handles running animation.- Parameters
- doc (c4d.documents.BaseDocument) – The document to control. 
- time (c4d.BaseTime) – The time to set. 
 
- Return type
- bool 
- Returns
- True on success, otherwise False 
 
- 
c4d.documents.RunAnimation(doc, stop, forward)¶
- Controls the animation in the active document doc. - Parameters
- doc (c4d.documents.BaseDocument) – The document to control. Usually - GetActiveDocument()
- stop (bool) – If this is True the animation is stopped, otherwise it is running. 
- forward (bool) – If this is True the direction is set to forward, otherwise it is set to backward. 
 
- Return type
- bool 
- Returns
- True on success, otherwise False 
 
- 
c4d.documents.InteractiveModeling_Restart(doc)¶
- Used for modeling tools with GUI input.Applies the last modeling undo so that new values of the modeling tool can be applied.An example from the edge cut code. import c4d class TestTool(c4d.plugins.ToolData): def MouseInput(self, doc, data, draw, win, msg): if not doc: return False if doc.GetMode() == c4d.Medges: active = p.GetActiveObjects(True) # Undo step before c4d.documents.InteractiveModeling_Restart(doc) self.ModelingEdgeCut(active, c4d.MODELINGCOMMANDMODE_EDGESELECTION, data, doc, win, msg, True) c4d.EventAdd() return True - Parameters
- doc (c4d.documents.BaseDocument) – The document. 
- Return type
- bool 
- Returns
- True if successful, otherwise False. 
 
- 
c4d.documents.IsolateObjects(doc, t_objects)¶
- A helper routine to copy the objects t_objects of document doc to a new document (returned). - Note - All materials associated are also copied over and the links are corrected. - Parameters
- doc (c4d.documents.BaseDocument) – The document that contains the objects in t_objects. 
- t_objects (List[c4d.BaseObject]) – The objects to isolate. 
 
- Return type
- Returns
- The document containing the isolated objects. 
 
- 
c4d.documents.StopExternalRenderer()¶
- Stop the external renderer. - Return type
- bool 
- Returns
- True if the rendering has been canceled, otherwise False. 
 
- 
c4d.documents.GetBatchRender()¶
- Get the batch render instance. - Return type
- Returns
- The batch render. 
 
- 
c4d.documents.GetAllAssets(doc, allowDialogs, lastPath, flags=ASSETDATA_FLAG_NONE)¶
- Deprecated since version S22: Use - c4d.documents.GetAllAssetsNew().Get all assets from a document.It is e.g. used by “Save Project with Assets” menu and- SaveProject().- New in version R15.057. - Parameters
- doc (c4d.documents.BaseDocument) – The document to save as project. 
- allowDialogs (bool) – If True the function can open dialogs. For example a file select dialog is opened if a node of the scene points to a file which does not exist anymore. 
- lastPath (str) – Pass an empty string, that will be filled with the last path used.If a file dialog is opened and the user selects the missing file on the harddisk, the folder of this asset is assigned to lastPath.The developer can store this value somewhere and pass it next time so Cinema 4D knows where to look first before asking the user again.
- flags (int) – - New in version R20: The flags to decide which assets should be collected: - ASSETDATA_FLAG_NONE - None. - ASSETDATA_FLAG_CURRENTFRAMEONLY - Only return current frame assets. - ASSETDATA_FLAG_TEXTURESONLY - Only return texture assets. Since R17.048 (was ASSETDATA_FLAG_TEXTURES). - ASSETDATA_FLAG_NET - Set if NET is collecting assets to distribute them to the clients. - ASSETDATA_FLAG_CURRENTTAKEONLY - Only return current take assets.
- New in version R17. 
 - ASSETDATA_FLAG_WITHCACHES - Also return caches (Global Illumination / Ambient Occlusion).
- New in version R17.048. 
 - ASSETDATA_FLAG_NOSUBSTANCES - Normally Substance assets are included with ASSETDATA_FLAG_TEXTURESONLY but with this flag they are not.
- New in version R18. 
 - ASSETDATA_FLAG_MULTIPLEUSE - Adds the same asset again for every usage.
- New in version R20. 
 - ASSETDATA_FLAG_MISSING - Only existing assets will be included.
- New in version S22. 
 - ASSETDATA_FLAG_NODOCUMENT - Exclude the document itself from the asset list.
- New in version R21. 
 
 
- Return type
- Optional[List[Dict]] 
- Returns
- The assets in the document, or None if there was an error. - The dictionary for each returned asset is: - filename: str: The asset filename. 
- assetname: str: The asset name. 
- channelId: int: The asset channel ID. 
- netRequestOnDemand: bool: NET request on demand. 
- owner: - c4d.BaseList2D: The owner object. Since R20.
- exists: bool: Tells if the asset could be found. Since R20. 
- paramId: int: The parameter ID. Since R20. 
- nodePath: str: The node path of the port the asset is assigned to in case of a nimbus material. Since R20. 
- nodeSpace: str: The node space id in case of a nimbus material. Since R21. 
 
 
- 
c4d.documents.GetAllAssetsNew(doc, allowDialogs, lastPath, flags=ASSETDATA_FLAG_NONE, assetList=[])¶
- Get all assets from a document.It is e.g. used by “Save Project with Assets” menu andSaveProject().New in version S22. - Parameters
- doc (c4d.documents.BaseDocument) – The document to get the assets from. 
- allowDialogs (bool) – If True the function can open dialogs. For example a file select dialog is opened if a node of the scene points to a file which does not exist anymore. 
- lastPath (str) – Pass an empty string, that will be filled with the last path used.If a file dialog is opened and the user selects the missing file on the harddisk, the folder of this asset is assigned to lastPath.The developer can store this value somewhere and pass it next time so Cinema 4D knows where to look first before asking the user again.
- flags (int) – - The flags to decide which assets should be collected: - ASSETDATA_FLAG_NONE - None. - ASSETDATA_FLAG_CURRENTFRAMEONLY - Only return current frame assets. - ASSETDATA_FLAG_TEXTURESONLY - Only return texture assets. Since R17.048 (was ASSETDATA_FLAG_TEXTURES). - ASSETDATA_FLAG_NET - Set if NET is collecting assets to distribute them to the clients. - ASSETDATA_FLAG_CURRENTTAKEONLY - Only return current take assets.
- New in version R17. 
 - ASSETDATA_FLAG_WITHCACHES - Also return caches (Global Illumination / Ambient Occlusion).
- New in version R17.048. 
 - ASSETDATA_FLAG_NOSUBSTANCES - Normally Substance assets are included with ASSETDATA_FLAG_TEXTURESONLY but with this flag they are not.
- New in version R18. 
 - ASSETDATA_FLAG_MULTIPLEUSE - Adds the same asset again for every usage.
- New in version R20. 
 - ASSETDATA_FLAG_MISSING - Only existing assets will be included.
- New in version S22. 
 - ASSETDATA_FLAG_NODOCUMENT - Exclude the document itself from the asset list.
- New in version R21. 
 
- assetList (List[Dict]) – - A list filled with assets in the document. - The dictionary for each returned asset is: - filename: str: The asset filename. 
- assetname: str: The asset name. 
- channelId: int: The asset channel ID. 
- netRequestOnDemand: bool: NET request on demand. 
- owner: - c4d.BaseList2D: The owner object. Since R20.
- exists: bool: Tells if the asset could be found. Since R20. 
- paramId: int: The parameter ID. Since R20. 
- nodePath: str: The node path of the port the asset is assigned to in case of a nimbus material. Since R20. 
- nodeSpace: str: The node space id in case of a nimbus material. Since R21. 
 
 
- Return type
- int 
- Returns
- The success state. - New in version S22. - Symbol ID - Description - GETALLASSETSRESULT_FAILED - Function call went wrong. - GETALLASSETSRESULT_OK - Function succeeded and all assets exists. - GETALLASSETSRESULT_MISSING - Function succeeded but some assets cannot be found. 
 
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c4d.documents.SaveProject(doc, flags, targetPath, assets, missingAssets)¶
- Save the document as a project (menu “Save Project with Assets”). - New in version R15.057. - Parameters
- doc (c4d.documents.BaseDocument) – The document to save as project. 
- flags (int) – - Flags: - SAVEPROJECT_NONE - None. - SAVEPROJECT_ASSETS - Pass if the assets will be taken into account. - SAVEPROJECT_SCENEFILE - Pass if the scene will be taken into account. - SAVEPROJECT_DIALOGSALLOWED - Show dialogs like error messages, a file selection for missing assets or alerts if necessary. - SAVEPROJECT_SHOWMISSINGASSETDIALOG - If an asset is missing show a warning dialog. Flag can be set without SAVEPROJECT_DIALOGSALLOWED. - SAVEPROJECT_ADDTORECENTLIST - Add document to the recent list. - SAVEPROJECT_DONTCOPYFILES - Does the same as without this flag but does not copy the files to the destination. Flag used to simulate the function. - SAVEPROJECT_PROGRESSALLOWED - Show the progress bar in the main window. - SAVEPROJECT_DONTTOUCHDOCUMENT - Document will be in the same state as before the call was made. - SAVEPROJECT_DONTFAILONMISSINGASSETS - If this flag is passed, the function does not fail anymore when assets are missing. - SAVEPROJECT_ISNET - Private. Set only if NET module is collecting assets. - SAVEPROJECT_USEDOCUMENTNAMEASFILENAME - Use the document name as the file name to save as project. - SAVEPROJECT_DONTCLEARSUGGESTEDFOLDER - Do not change asset paths of nodes. - SAVEPROJECT_WITHCACHES - New in version R17.048: Save the project assets with Global Illumination / Ambient Occlusion caches. See also ASSETDATA_FLAG_WITHCACHES. - SAVEPROJECT_DONTGENERATEPAINTTEX - New in version R17.053: Does the same as without this flag but does not generate the textures from painted materials. - SAVEPROJECT_ASSETLINKS_COPY_FILEASSETS - New in version S24: Copy file assets (assets://) to the tex folder. - SAVEPROJECT_ASSETLINKS_COPY_NODEASSETS - New in version S24: Copy node assets to the scene repository. 
- targetPath (str) – The path to save the project to. 
- assets (List[Dict[filename: str, assetname: str, channelId: int, netRequestOnDemand: bool]]) – Pass an empty list that will be filled with the found assets. 
- missingAssets (List[Dict[filename: str, assetname: str, channelId: int, netRequestOnDemand: bool]) – Pass an empty list that will be filled with the missing assets. 
 
- Return type
- bool 
- Returns
- True if the document was successfully saved as a project, otherwise False. 
 - missingAssets = [] assets = [] targetPath = "some path" res = c4d.documents.SaveProject(doc, c4d.SAVEPROJECT_ASSETS | c4d.SAVEPROJECT_SCENEFILE, targetPath, assets, missingAssets) 
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c4d.documents.GetFirstMarker(doc)¶
- Returns the first timeline marker of the document. - Parameters
- doc (c4d.documents.BaseDocument) – The document. 
- Return type
- Returns
- The first timeline marker. 
 
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c4d.documents.AddMarker(doc, pPred, time, name)¶
- Inserts a timeline marker into the document at a given time. Optionally an insertion point pPred in the timeline marker list can be specified, giving the marker before the wanted insertion point. - Parameters
- doc (c4d.documents.BaseDocument) – The document in which to insert. 
- pPred (Optional[ c4d.BaseList2D]) – The optional timeline marker to use as list insertion point. 
- time (c4d.BaseTime) – The time position of the timeline marker. 
- name (str) – The name of the timeline marker. 
 
- Return type
- Optional[c4d.BaseList2D] 
- Returns
- The added timeline marker, or None if insertion failed.