c4d.utils

class c4d.utils

Types

Functions Signatures

Deprecated

c4d.utils.Deg(r)

Deprecated since version R18.039: Use RadToDeg() instead for better understanding of code.

c4d.utils.Rad(d)

Deprecated since version R18.039: Use DegToRad() instead for better understanding of code.

Uncategorized

c4d.utils.SendModelingCommand(command, list[, mode, ...])

With this function one can apply nearly all modeling commands.

c4d.utils.DisjointMesh(op)

Separates the mesh of the object to make each polygon/line segment independent.

c4d.utils.FitCurve(padr, error[, bt])

Creates a spline object that has the best fit through the given points.

c4d.utils.CheckDisplayFilter(op, filter)

Checks if object op would be displayed with the given filter.

c4d.utils.CalculateVisiblePoints(bd, op[, visible])

Checks if points in the polygon object op are visible in the view bd.

c4d.utils.GenerateUVW(op, opmg, tp, texopmg)

Generates a UVW tag for an object.

c4d.utils.GetBBox(pObj, mg)

Calculates the bounding box of a hierarchy.

c4d.utils.FormatNumber(val, format, fps[, bUnit])

Converts val to a string.

c4d.utils.StringToNumber(text, format, fps, ...)

Converts a string expressing a numeric value to a data value of type float or int.

c4d.utils.GetAngle(v1, v2)

Calculates the angle of two vectors.

c4d.utils.RangeMap(value, mininput, ...)

Map the value of a range to another, optionnaly applying a spline curve. Similiar to the RangeMapper Node in XPresso.

c4d.utils.DegToRad(d)

Convert a degrees value into radians.

c4d.utils.RadToDeg(r)

Convert a radians value into degrees.

c4d.utils.MixVec(v1, v2, t)

Mixes the two vectors together, such as mixing two colours.

c4d.utils.MixNum(v1, v2, t)

Returns a mixed value of v1 and v2 using the parameter t, as calculated by v1+(v2-v1)*t.

c4d.utils.Clamp(a, b, x)

Returns a if x is less than a and b if x is greater than b, else returns x.

c4d.utils.ClampValue(x, a, b)

Returns a if x is less than a and b if x is greater than b, else returns x.

c4d.utils.Step(a, b)

Returns 1.0 if b is greater than or equal to a, else 0.0.

c4d.utils.Smoothstep(a, b, x)

Returns 0.0 if x is less than a and 1.0 if x is greater than b, else returns x mapped on the range [a,b] (a number between 0.0 and 1.0). The mapping is smoothed using an ease-in/ease-out curve.

c4d.utils.Boxstep(a, b, x)

Returns 0.0 if x is less than a and 1.0 if x is greater than b, else returns x mapped on the range [a,b] (a number between 0.0 and 1.0).

c4d.utils.MatrixRotX(w)

Creates a rotation matrix about the X axis.

c4d.utils.MatrixRotY(w)

Creates a rotation matrix about the Y axis.

c4d.utils.MatrixRotZ(w)

Creates a rotation matrix about the Z axis.

c4d.utils.QSlerp(q1, q2, alfa)

Spherical interpolation of the quaternions q1 and q2 with the parameter alfa.

c4d.utils.QSquad(q0, q1, q2, q3, alfa)

Cubic interpolates the quaternions q1 and q2 with parameter alfa using spherical quadrangle interpolation.

c4d.utils.QBlend(q1, q2, r)

Linear interpolation of the quaternions q1 and q2 with parameter r.

c4d.utils.QSpline(qn_m1, qn, qn_p1, qn_p2, t)

Smooth blends the quaternions qn and qn_p1 using spherical spline interpolation with parameter t.

c4d.utils.QSmoothCubic(qn_m1, qn, qn_p1, t)

Smooth blends the quaternions qn and qn_p1 using Cubic interpolation with parameter t.

c4d.utils.QNorm(q)

Gets a normalized copy of quaternion q.

c4d.utils.QMul(q1, q2)

Calculates the quaternion product of quaternions q1 and q2.

c4d.utils.QMulS(q, s)

Calculates the product of quaternion q with scalar s.

c4d.utils.QAdd(q1, q2)

Calculates the quaternion addition of quaternions q1 and q2.

c4d.utils.QSub(q1, q2)

Calculates the quaternion subtraction of quaternions q1 and q2.

c4d.utils.QInvert(q)

Calculates the inverse of quaternion q.

c4d.utils.QDot(q1, q2)

Calculates the Dot Product between q1 and q2.

c4d.utils.QDeriv(q, w)

Calculates the derivative of quaternion q by vector w.

c4d.utils.QLogN(q)

Calculates the natural logarithm of quaternion q.

c4d.utils.QExpQ(q)

Calculates the exponential of quaternion q.

c4d.utils.MatrixToRotAxis(m)

Calculates rotation axis and angle from matrix m:

c4d.utils.RotAxisToMatrix(v, w)

Calculate matrix from rotation axis v and angle w.

c4d.utils.GetOptimalAngle(hpb_old, hpb_new, ...)

Modify hpb_new so that the “distance” to the last angle hpb_old is at minimum. This helps to avoid HPB singularity effects.

c4d.utils.PointLineDistance(p0, v, p)

Calculates the distance from a point to a line.

c4d.utils.ReflectRay(v, n)

Find the ray vector after a reflection about a surface normal.

c4d.utils.CalcSpline(x, knots)

Calculates the value of a spline at a point.

c4d.utils.CalcSplineV(x, knots)

Calculates the value of a spline at a point.

c4d.utils.CalcSplinePoint(offset, type, closed, ...)

Calculates a point along a spline curve from a set of points in 3D space.

c4d.utils.CalcSplineTangent(offset, type, closed, ...)

Calculates the tangent of a point along a spline curve from a given set of points and optional tangents.

c4d.utils.CalcSplineInsert(offset, type, closed, ...)

Calculates data about a point would if it were inserted into the spline at the passed offset.

c4d.utils.TransformTangent(newPos, planeNormal, ...)

Creates a transformed tangent around a point and plane, allowing to directly set the position of one of the tangent handles and automatically rotating the rest of the tangent to match.

c4d.utils.CalcSplineMovement(newPos, offset, type, ...)

Moves a point on a spline curve to a user specified new position.

c4d.utils.CalcSplineDefaultTangents(type, closed, pcnt, padr)

Calculates the default tangents for the passed points (spline segment) based on the spline type.

c4d.utils.BooleanSplines(initialSpline, ...)

Booleans an initial spline object with an array of other spline objects along a passed projection axis (in 2D).

c4d.utils.RGBToHSV(col)

Converts RGB into the HSV color space and returns the converted value.

c4d.utils.HSVToRGB(col)

Converts HSV into the RGB color space and returns the converted value.

c4d.utils.RGBToHSL(col)

Converts RGB into the HSL color space and returns the converted value.

c4d.utils.HSLtoRGB(col)

Converts HSL into the RGB color space and returns the converted value.

c4d.utils.VectorEqual(v1, v2[, epsilon])

Check if vector v1 and v2 are within epsilon of each other.

c4d.utils.Bias(b, x)

Returns the bias as the defined in the book “Texturing and Modeling” by Ebert.

c4d.utils.FCut(a, b, c)

Limit the value of a to between b and c.

c4d.utils.CutColor(vec)

Limit a color vector between 0.0 and 1.0.

c4d.utils.Truncate(x)

Limit a color vector between 0.0 and 1.0.

c4d.utils.VectorSum(vec)

Sum the vector components.

c4d.utils.VectorGray(vec)

Sum the vector components and multiply by 1/3.

c4d.utils.VectorAngle(vec1, vec2)

Calculates the angle between two vectors in radians.

c4d.utils.VectorMin(vec)

Find the minimum component of the vector.

c4d.utils.VectorMax(vec)

Find the maximum component of the vector.

c4d.utils.MatrixMove(vec)

Create a translation matrix.

c4d.utils.MatrixScale(s)

Create a scaling matrix.

c4d.utils.VectorToHPB(p)

Calculate euler angles from the vector p. The bank is always set to 0.0.

c4d.utils.MatrixToHPB(m[, order])

Calculate euler angles from the matrix m.

c4d.utils.HPBToMatrix(hpb[, order])

Construct matrix from the euler angles hpb.

c4d.utils.CalcLOD(val, lod, min, max)

This is a helper function to modify a user chosen subdivision value.

c4d.utils.CompareFloatTolerant(a, b)

Compares if two floats are close to each other on a bit basis (rather than a fixed epsilon).

c4d.utils.SinCos(w)

Get sine and cosine of w:

c4d.utils.TransformColor(input, colortransformation)

Transforms a color from one color profile to another.

c4d.utils.CalculateTranslationScale(src, dst)

Calculates the scale between src and dst.

c4d.utils.SphereLineIntersection(linePoint1, linePoint2, ...)

Calculates the intersection points between a line and a sphere in 3D space.

c4d.utils.CircleLineIntersection(linePoint1, linePoint2, ...)

Calculates the intersection points between a line and a circle in 2D space (although Z will also be calculated on the resulting hit points).

c4d.utils.PointLineSegmentDistance(segmentPoint1, ...)

Calculates the distance from a point to a line segment between two points.

c4d.utils.PointLineSegmentDistance2D(segmentPoint1, ...)

Calculates the distance from a point to a line segment between two points in 2D ignoring the Z value.

c4d.utils.InitBakeTexture(doc, textags, texuvws, ...)

Initializes a bake operation of a single tag for BakeTexture().

c4d.utils.BakeTexture(doc, data, bmp, th, hook)

Bakes the texture(s) specified by the last InitBakeTexture() call into bmp.

Functions Documentation

c4d.utils.Deg(r)

Deprecated since version R18.039: Use RadToDeg() instead for better understanding of code.

Convert a radians value into degrees.

Parameters

r (number) – Input value in radians.

Return type

number

Returns

Converted value in degrees.

c4d.utils.Rad(d)

Deprecated since version R18.039: Use DegToRad() instead for better understanding of code.

Convert a degrees value into radians.

Parameters

r (number) – Input value in degrees.

Return type

number

Returns

Converted value in radians.

c4d.utils.SendModelingCommand(command, list, mode=MODELINGCOMMANDMODE_ALL, bc=None, doc=None, flags=MODELINGCOMMANDFLAGS_NONE)
With this function one can apply nearly all modeling commands.
The function is applied to the objects in list. With the parameter mode you can decide if the current selection should be used to control what points/polygons are affected.

Note

Current State to Object(CSTO) has to be executed on a duplicate of an object because CSTO modifies the existing caches.
In some cases you have to use a temporary document as well ObjectData.GetVirtualObjects().

This is a small example how you can use this function

import c4d

from c4d import utils



settings = c4d.BaseContainer()  # Settings

settings[c4d.MDATA_EXTRUDE_OFFSET] = 50.0  # Length of the extrusion



res = utils.SendModelingCommand(command=c4d.ID_MODELING_EXTRUDE_TOOL,

                                list=[op],

                                mode=c4d.MODELINGCOMMANDMODE_POLYGONSELECTION,

                                bc=settings,

                                doc=doc)

c4d.EventAdd()



if res is False:

    print "Something went wrong."

elif res is True:

    print "Command successful."

elif isinstance(res, list):

    print "Here you get the newly created object(s)."

Parameters
  • command (int) – The modeling command. See MCOMMAND.

  • list (List[c4d.BaseObject]) – A list with objects which you want to apply the modeling command.

  • bc (Optional[c4d.BaseContainer]) – This is a settings container which contains all the values of the tool you want to apply.

  • mode (int) –

    Modeling mode:

    MODELINGCOMMANDMODE_ALL

    All points/polygons.

    MODELINGCOMMANDMODE_POINTSELECTION

    Only the current point selection.

    MODELINGCOMMANDMODE_POLYGONSELECTION

    Only the current polygon selection.

    MODELINGCOMMANDMODE_EDGESELECTION

    Only the current edge selection.

  • doc (Optional[c4d.documents.BaseDocument]) –

    The document for the operation. Should be set if possible. Must be set for MCOMMAND_JOIN, MCOMMAND_MAKEEDITABLE, MCOMMAND_CURRENTSTATETOOBJECT and MCOMMAND_SPLINE_PROJECT.
    If you set the document, the objects which you pass to this function have to be in the same document. So pay attention that you use one send_modeling_command per document for objects.

  • flags (int) –

    The flags:

    MODELINGCOMMANDFLAGS_NONE

    None.

    MODELINGCOMMANDFLAGS_CREATEUNDO

    Creates undo and inserts newly created objects into the passed document, instead of returning result.

Returns

True if the command succeeded, otherwise False if something went wrong. Some commands do not apply their task to the passed objects, they return a cloned object so just check it.

Return type

Union[bool, List[c4d.BaseObject]]

c4d.utils.DisjointMesh(op)
Separates the mesh of the object to make each polygon/line segment independent.
Each polygon/line will be given its own points thereby separating them so they can be moved independently, such as the Explosion object.
Parameters

op (c4d.PointObject) – The point object to disjoint.

Return type

bool

Param

True if the mesh was disjointed successfully, otherwise False.

c4d.utils.FitCurve(padr, error, bt=None)

Creates a spline object that has the best fit through the given points.

Parameters
  • padr (List[c4d.Vector]) – The points to fit a curve to.

  • error (float) – Sets how closely the curve must match the passed points. The lower the value then the closer the curve will match.

  • bt (Optional[c4d.threading.BaseThread]) –

    New in version R18.057: An optional thread.

Return type

c4d.SplineObject

Returns

A Spline object that fits the given points, or AllocationFailed error if a spline object cannot be obtained.

c4d.utils.CheckDisplayFilter(op, filter)

Checks if object op would be displayed with the given filter.

Example:

import c4d



activeView = doc.GetActiveBaseDraw()

displayFilter = activeView.GetDisplayFilter()

if c4d.utils.CheckDisplayFilter(op, displayFilter):

    print "Object Displayed!"

else:

    print "Object Not Displayed!"
Parameters
  • op (c4d.BaseObject) – The object to check.

  • filter (int) –

    The filter bitmask:

    DISPLAYFILTER_NONE

    None.

    DISPLAYFILTER_NULLOBJECT

    Null.

    DISPLAYFILTER_POLYGON

    Polygon.

    DISPLAYFILTER_SPLINE

    Spline.

    DISPLAYFILTER_GENERATOR

    Generator.

    DISPLAYFILTER_HYPERNURBS

    Subdivision Surface.

    DISPLAYFILTER_UNUSED1

    Unused.

    DISPLAYFILTER_DEFORMER

    Deformer.

    DISPLAYFILTER_CAMERA

    Camera.

    DISPLAYFILTER_LIGHT

    Light.

    DISPLAYFILTER_SCENE

    Scene.

    DISPLAYFILTER_PARTICLE

    Particle.

    DISPLAYFILTER_OTHER

    Other.

    DISPLAYFILTER_UNUSED2

    New in version S22: Unused.

    DISPLAYFILTER_GRID

    Grid.

    DISPLAYFILTER_HORIZON

    Horizon.

    DISPLAYFILTER_WORLDAXIS

    World axis.

    DISPLAYFILTER_BOUNDS

    Bounding-box.

    DISPLAYFILTER_HUD

    HUD.

    DISPLAYFILTER_SDS

    HN mesh.

    DISPLAYFILTER_HIGHLIGHTING

    Highlighting.

    DISPLAYFILTER_MULTIAXIS

    Multi-select axis.

    DISPLAYFILTER_OBJECTHANDLES

    Highlight handles.

    DISPLAYFILTER_HANDLEBANDS

    Axis bands.

    DISPLAYFILTER_SDSCAGE

    HN cage.

    DISPLAYFILTER_NGONLINES

    N-gon lines.

    DISPLAYFILTER_JOINT

    Joint objects.

    DISPLAYFILTER_OBJECTHIGHLIGHTING

    Private.

    DISPLAYFILTER_GUIDELINES

    Axis Guidelines.

    DISPLAYFILTER_POI

    Navigation cross.

    DISPLAYFILTER_GRADIENT

    Gradient.

    DISPLAYFILTER_BASEGRID

    Base grid.

    DISPLAYFILTER_HANDLES

    Handles.

    DISPLAYFILTER_HAIR

    New in version S22: Hair.

    DISPLAYFILTER_FIELD

    New in version S22: Field.

Return type

bool

Returns

True if the object would be displayed, otherwise False.

c4d.utils.CalculateVisiblePoints(bd, op, visible=False)

Checks if points in the polygon object op are visible in the view bd.

Parameters
  • bd (c4d.BaseDraw) – The base draw to check.

  • op (c4d.PolygonObject) – The object to check.

  • visible (Optional[bool]) –

    New in version R19.068: True to include only visible points, otherwise False (default) to also include hidden points like for example those from the back of an object.

Return type

Optional[List[int]]

Returns

A list of integers with the visibility status for each point: 1 if the point is visible otherwise 0.
None if the function fails.

c4d.utils.GenerateUVW(op, opmg, tp, texopmg, view=None)

Generates a UVW tag for an object.

Parameters
  • op (c4d.BaseObject) – The object to generate the UVW coordinates for.

  • opmg (c4d.Matrix) – The object’s global matrix.

  • tp (c4d.TextureTag) – The texture tag to generate the UVW coordinates from.

  • texopmg (c4d.Matrix) – The global matrix of the object that carries the texture tag.

  • view (Optional[c4d.BaseView]) – The optional current view.

Return type

Optional[c4d.UVWTag]

Returns

The created UVW tag, or None if the texture type is already UV or if the function failed.
If None is returned the UVW tag must be retrieved from the object itself.

c4d.utils.GetBBox(pObj, mg)

Calculates the bounding box of a hierarchy.

Parameters
  • pObj (c4d.BaseObject) – The root object of a hierarchy.

  • mg (c4d.Matrix) – The transformation matrix for the bounding box.

Return type

Tuple[c4d.Vector, c4d.Vector]

Returns

The center and the radius of the bounding box.

c4d.utils.FormatNumber(val, format, fps, bUnit=True)

Converts val to a string.

Parameters
  • val (any) – The value to convert to a string. Must be of type float, int or c4d.BaseTime.

  • format (int) –

    The format:

    FORMAT_FLOAT

    Floating point without unit.

    FORMAT_INT

    Integer without unit.

    FORMAT_PERCENT

    Floating point with % sign, 1.0 = 100%.

    FORMAT_DEGREE

    Floating point with ° sign. Measured in radians, displayed in degrees.

    FORMAT_METER

    Floating point in the current working unit.

    FORMAT_FRAMES

    Time formatted as frames. (Overrided by user preference.)

    FORMAT_SECONDS

    Time formatted as seconds. (Overrided by user preference.)

    FORMAT_SMPTE

    Time formatted as SMPTE. (Overrided by user preference.)

  • fps (int) – The frames per second, for time values.

  • bUnit (bool) – If True the unit is included in the formatted string.

Return type

str

Returns

The formatted string.

c4d.utils.StringToNumber(text, format, fps, lengthunit)

Converts a string expressing a numeric value to a data value of type float or int.

Parameters
  • text (str) – The string to convert to a value.

  • format (int) –

    The format:

    FORMAT_FLOAT

    Floating point without unit.

    FORMAT_INT

    Integer without unit.

    FORMAT_PERCENT

    Floating point with % sign, 1.0 = 100%.

    FORMAT_DEGREE

    Floating point with ° sign. Measured in radians, displayed in degrees.

    FORMAT_METER

    Floating point in the current working unit.

    FORMAT_FRAMES

    Time formatted as frames. (Overrided by user preference.)

    FORMAT_SECONDS

    Time formatted as seconds. (Overrided by user preference.)

    FORMAT_SMPTE

    Time formatted as SMPTE. (Overrided by user preference.)

  • fps (int) – The frames per second, for time values.

  • lengthunit (int) –

    New in version R18.057.

    Can be used to override the units conversion. By default the function uses the document’s units.
    For example a string of “50” results in 0.5 if the document’s units are Meters and the unit display setting is centimeters.
    If lengthunit is specified its value will be used instead of the document’s units setting.

Return type

Union[int, float]

Returns

The converted value.

c4d.utils.GetAngle(v1, v2)

Calculates the angle of two vectors.

Parameters
Return type

float

Returns

The angle in radians.

c4d.utils.RangeMap(value, mininput, maxinput, minoutput, maxoutput, clampval, curve)

Map the value of a range to another, optionnaly applying a spline curve. Similiar to the RangeMapper Node in XPresso.

Here are several examples:

import c4d



c4d.utils.RangeMap(value=0.5, mininput=0, maxinput=1, minoutput=5, maxoutput=10, clampval=False)

# Output: 7.5



c4d.utils.RangeMap(value=1.5, mininput=0, maxinput=1, minoutput=5, maxoutput=10, clampval=False)

# Output: 12.5



c4d.utils.RangeMap(value=1.5, mininput=0, maxinput=1, minoutput=5, maxoutput=10, clampval=True)

# Output: 10.0
Parameters
  • value (float) – The value to map.

  • mininput (float) – The minimum input.

  • maxinput (float) – The maximum input.

  • minoutput (float) – The minimum output.

  • maxoutput (float) – The maximum output.

  • clampval (bool) – Pass True to clamp the value in the range [minoutput, maxoutput].

  • curve (Optional[c4d.SplineData]) – The optional curve to use.

Returns

The mapped valued.

Return type

float

c4d.utils.DegToRad(d)

Convert a degrees value into radians.

New in version R18.039.

Parameters

r (number) – Input value in degrees.

Return type

number

Returns

Converted value in radians.

c4d.utils.RadToDeg(r)

Convert a radians value into degrees.

New in version R18.039.

Parameters

r (number) – Input value in radians.

Return type

number

Returns

Converted value in degrees.

c4d.utils.MixVec(v1, v2, t)

Mixes the two vectors together, such as mixing two colours.

Parameters
  • v1 (c4d.Vector) – Vector to mix.

  • v2 (c4d.Vector) – Vector to mix.

  • t (number) – Mix amount: 0 < t < 1.0.

Return type

c4d.Vector

Returns

The mixed vector.

c4d.utils.MixNum(v1, v2, t)

Returns a mixed value of v1 and v2 using the parameter t, as calculated by v1+(v2-v1)*t.

Parameters
  • v1 (float) – Value to mix.

  • v2 (float) – Value to mix.

  • t (number) – Mix amount: 0 < t < 1.0.

Return type

float

Returns

Mix amount, with 0 <= t <= 1.0.

c4d.utils.Clamp(a, b, x)

Returns a if x is less than a and b if x is greater than b, else returns x.

Note

The order of parameters are different to Peachey’s definition.

Parameters
  • a (number) – The float value.

  • b (number) – The float value.

  • x (number) – The float value.

Return type

float

Returns

The clamped value.

c4d.utils.ClampValue(x, a, b)

Returns a if x is less than a and b if x is greater than b, else returns x.

New in version R15.037.

Note

The order of parameters are the same to Peachey’s definition.

Parameters
  • x (number) – The float value.

  • a (number) – The float value.

  • b (number) – The float value.

Return type

float

Returns

The clamped value.

c4d.utils.Step(a, b)

Returns 1.0 if b is greater than or equal to a, else 0.0.

Parameters
  • a (number) – The float value.

  • b (number) – The float value.

Return type

float

Returns

The step value (1.0 or 0.0).

c4d.utils.Smoothstep(a, b, x)

Returns 0.0 if x is less than a and 1.0 if x is greater than b, else returns x mapped on the range [a,b] (a number between 0.0 and 1.0). The mapping is smoothed using an ease-in/ease-out curve.

Parameters
  • a (float) – The float value.

  • b (float) – The float value.

  • x (float) – The float value.

Return type

float

Returns

The smoothed value.

c4d.utils.Boxstep(a, b, x)

Returns 0.0 if x is less than a and 1.0 if x is greater than b, else returns x mapped on the range [a,b] (a number between 0.0 and 1.0).

Parameters
  • a (number) – The float value.

  • b (number) – The float value.

  • x (number) – The float value.

Return type

float

Returns

The stepped value.

c4d.utils.MatrixRotX(w)

Creates a rotation matrix about the X axis.

Parameters

w (float) – The angle around X.

Return type

c4d.Matrix

Returns

The rotation matrix.

c4d.utils.MatrixRotY(w)

Creates a rotation matrix about the Y axis.

Parameters

w (float) – The angle around Y.

Return type

c4d.Matrix

Returns

The rotation matrix.

c4d.utils.MatrixRotZ(w)

Creates a rotation matrix about the Z axis.

Parameters

w (float) – The angle around Z.

Return type

c4d.Matrix

Returns

The rotation matrix.

c4d.utils.QSlerp(q1, q2, alfa)

Spherical interpolation of the quaternions q1 and q2 with the parameter alfa.

New in version R17.048.

Parameters
  • q1 (c4d.Quaternion) – The first quaternion.

  • q2 (c4d.Quaternion) – The second quaternion.

  • alfa (float) – The interpolation parameter. Between 0.0 (q1) and 1.0 (q2).

Return type

c4d.Quaternion

Returns

The interpolated quaternion.

c4d.utils.QSquad(q0, q1, q2, q3, alfa)
Cubic interpolates the quaternions q1 and q2 with parameter alfa using spherical quadrangle interpolation.
q0 and q3 are used to provide C1-continuity at the borders (tangents): q0 = i-1, q1 = i, q2 = i+1, q3 = i+2

New in version R17.048.

Parameters
  • q0 (c4d.Quaternion) – The first quaternion to provide continuity.

  • q1 (c4d.Quaternion) – The first quaternion to interpolate from.

  • q2 (c4d.Quaternion) – The second quaternion to interpolate from.

  • q3 (c4d.Quaternion) – The second quaternion to provide continuity.

  • alfa (float) – The interpolation parameter. Between 0.0 (q1) and 1.0 (q2).

Return type

c4d.Quaternion

Returns

The interpolated quaternion.

c4d.utils.QBlend(q1, q2, r)

Linear interpolation of the quaternions q1 and q2 with parameter r.

New in version R17.048.

Parameters
  • q1 (c4d.Quaternion) – The first quaternion.

  • q2 (c4d.Quaternion) – The second quaternion.

  • alfa (float) – The blending parameter. Between 0.0 (q1) and 1.0 (q2).

Return type

c4d.Quaternion

Returns

The interpolated quaternion.

c4d.utils.QSpline(qn_m1, qn, qn_p1, qn_p2, t)
Smooth blends the quaternions qn and qn_p1 using spherical spline interpolation with parameter t.
qn_m1 (-1) and qn_p2 (-1+2) are used to provide C1-continuity at the borders (tangents).

New in version R17.048.

Parameters
  • qn_m1 (c4d.Quaternion) – The first quaternion (-1) to provide continuity.

  • qn (c4d.Quaternion) – The first quaternion to interpolate from.

  • qn_p1 (c4d.Quaternion) – The second quaternion to interpolate from.

  • qn_p2 (c4d.Quaternion) – The second quaternion (+2) to provide continuity.

  • t (float) – The blending parameter. Between 0.0 (qn) and 1.0 (qn_p1).

Return type

c4d.Quaternion

Returns

The interpolated quaternion.

c4d.utils.QSmoothCubic(qn_m1, qn, qn_p1, t)
Smooth blends the quaternions qn and qn_p1 using Cubic interpolation with parameter t.
qn_m1 (-1) and qn_p2 (-1+2) are used to provide C1-continuity at the borders (tangents).

New in version R18.020.

Parameters
  • qn_m1 (c4d.Quaternion) – The first quaternion (-1) to provide continuity.

  • qn (c4d.Quaternion) – The first quaternion to interpolate from.

  • qn_p1 (c4d.Quaternion) – The second quaternion to interpolate from.

  • t (float) – The blending parameter. Between 0.0 (qn) and 1.0 (qn_p1).

Return type

c4d.Quaternion

Returns

The interpolated quaternion.

c4d.utils.QNorm(q)

Gets a normalized copy of quaternion q.

New in version R17.048.

Parameters

q (c4d.Quaternion) – The quaternion to normalize.

Return type

c4d.Quaternion

Returns

A normalized copy of q.

c4d.utils.QMul(q1, q2)

Calculates the quaternion product of quaternions q1 and q2.

New in version R17.048.

Parameters
Return type

c4d.Quaternion

Returns

The quaternion product of q1 and q2.

c4d.utils.QMulS(q, s)

Calculates the product of quaternion q with scalar s.

New in version R17.048.

Parameters
Return type

c4d.Quaternion

Returns

The product of q with s.

c4d.utils.QAdd(q1, q2)

Calculates the quaternion addition of quaternions q1 and q2.

New in version R17.048.

Parameters
Return type

c4d.Quaternion

Returns

The quaternion addition of q1 and q2.

c4d.utils.QSub(q1, q2)

Calculates the quaternion subtraction of quaternions q1 and q2.

New in version R17.048.

Parameters
Return type

c4d.Quaternion

Returns

The quaternion subtraction of q1 and q2.

c4d.utils.QInvert(q)

Calculates the inverse of quaternion q.

New in version R17.048.

Parameters

q (c4d.Quaternion) – The quaternion to invert.

Return type

c4d.Quaternion

Returns

The quaternion inverse of q.

c4d.utils.QDot(q1, q2)

Calculates the Dot Product between q1 and q2.

New in version R18.020.

Parameters
Return type

float

Returns

The Dot Product of q1 and q2.

c4d.utils.QDeriv(q, w)

Calculates the derivative of quaternion q by vector w.

New in version R17.048.

Parameters
Return type

c4d.Quaternion

Returns

The quaternion derivative of q by w.

c4d.utils.QLogN(q)

Calculates the natural logarithm of quaternion q.

New in version R17.048.

Parameters

q (c4d.Quaternion) – The quaternion.

Return type

c4d.Quaternion

Returns

The natural logarithm of q.

c4d.utils.QExpQ(q)

Calculates the exponential of quaternion q.

New in version R17.048.

Parameters

q (c4d.Quaternion) – The quaternion.

Return type

c4d.Quaternion

Returns

The exponential of q.

c4d.utils.MatrixToRotAxis(m)

Calculates rotation axis and angle from matrix m:

import c4d

import math



# 90 degree

angle = math.pi * .5

m = c4d.utils.MatrixRotX(angle)



v, w = c4d.utils.MatrixToRotAxis(m)

# v is the rotation axis, c4d.Vector

# w is the rotation angle, float

Parameters

m (c4d.Matrix) – Rotation matrix.

Return type

list

Returns

The rotation axis, and the angle.

c4d.utils.RotAxisToMatrix(v, w)

Calculate matrix from rotation axis v and angle w.

Parameters
  • v (c4d.Vector) – The axis.

  • w (float) – The angle of rotation.

Return type

c4d.Matrix

Returns

The rotation matrix.

c4d.utils.GetOptimalAngle(hpb_old, hpb_new, rotation_order)

Modify hpb_new so that the “distance” to the last angle hpb_old is at minimum. This helps to avoid HPB singularity effects.

Parameters
  • hpb_old (c4d.Vector) – The old HPB.

  • hpb_new (c4d.Vector) – The new HPB.

  • rotation_order (int) –

    The order of rotation:

    ROTATIONORDER_YXZGLOBAL

    Global YXZ order.

    ROTATIONORDER_YZXGLOBAL

    Global YZX order.

    ROTATIONORDER_ZYXGLOBAL

    Global ZYX order.

    ROTATIONORDER_ZXYGLOBAL

    Global ZXY order.

    ROTATIONORDER_XZYGLOBAL

    Global XZY order.

    ROTATIONORDER_XYZGLOBAL

    Global XYZ order.

    ROTATIONORDER_YXZLOCAL

    Local YXZ order.

    ROTATIONORDER_YZXLOCAL

    Local YZX order.

    ROTATIONORDER_ZYXLOCAL

    Local ZYX order.

    ROTATIONORDER_ZXYLOCAL

    Local ZXY order.

    ROTATIONORDER_XZYLOCAL

    Local XZY order.

    ROTATIONORDER_XYZLOCAL

    Local XYZ order.

    ROTATIONORDER_HPB

    HPB order.

    ROTATIONORDER_DEFAULT

    Default order. ROTATIONORDER_HPB.

Return type

c4d.Vector

Returns

The optimal angle.

c4d.utils.PointLineDistance(p0, v, p)

Calculates the distance from a point to a line.

Parameters
Return type

c4d.Vector

Returns

Point-line vector.

c4d.utils.ReflectRay(v, n)

Find the ray vector after a reflection about a surface normal.

Parameters
Return type

c4d.Vector

Returns

The reflected ray.

c4d.utils.CalcSpline(x, knots)

Calculates the value of a spline at a point.

Parameters
  • x (float) – The position on the spline.

  • knots (List[float]) – The knots list.

Return type

float

Returns

The spline value.

c4d.utils.CalcSplineV(x, knots)

Calculates the value of a spline at a point.

Parameters
  • x (float) – The position on the spline.

  • knots (List[c4d.Vector]) – The knots list.

Return type

c4d.Vector

Returns

The spline value.

c4d.utils.CalcSplinePoint(offset, type, closed, pcnt, padr, tadr=None)

Calculates a point along a spline curve from a set of points in 3D space.

New in version R17.048.

Parameters
  • offset (float) – The offset along the spline from 0.0 to 1.0.

  • type (int) –

    The type of spline. Check out Spline Types.

    SPLINETYPE_LINEAR

    Linear.

    SPLINETYPE_CUBIC

    Cubic.

    SPLINETYPE_AKIMA

    Akima.

    SPLINETYPE_BSPLINE

    B-Spline.

    SPLINETYPE_BEZIER

    Bezier.

  • closed (bool) – Whether the spline is closed or not.

  • pcnt (int) – The number of points in the spline.

  • padr (List[c4d.Vector]) – The points array.

  • tadr (Optional[List[Dict[str: c4d.Vector]]]) –

    The tangents array, required for Bezier, Cubic and Akima spline types (otherwise will default to b-spline).
    A tangent dictionary has to be defined as: Dict[‘vl’: Vector, ‘vr’: Vector]

Return type

c4d.Vector

Returns

The resulting point calculated from the offset.

c4d.utils.CalcSplineTangent(offset, type, closed, pcnt, padr, tadr=None)

Calculates the tangent of a point along a spline curve from a given set of points and optional tangents.

New in version R17.048.

Parameters
  • offset (float) – The offset along the spline from 0.0 to 1.0.

  • type (int) –

    The type of spline. Check out Spline Types.

    SPLINETYPE_LINEAR

    Linear.

    SPLINETYPE_CUBIC

    Cubic.

    SPLINETYPE_AKIMA

    Akima.

    SPLINETYPE_BSPLINE

    B-Spline.

    SPLINETYPE_BEZIER

    Bezier.

  • closed (bool) – Whether the spline is closed or not.

  • pcnt (int) – The number of points in the spline.

  • padr (List[c4d.Vector]) – The points array.

  • tadr (Optional[List[Dict[str: c4d.Vector]]]) –

    The tangents array, required for Bezier, Cubic and Akima spline types (otherwise will default to b-spline).
    A tangent dictionary has to be defined as: Dict[‘vl’: Vector, ‘vr’: Vector]

Return type

c4d.Vector

Returns

The resulting tangent (normalized) for the given offset.

c4d.utils.CalcSplineInsert(offset, type, closed, pcnt, padr, tadr=None)

Calculates data about a point would if it were inserted into the spline at the passed offset.

New in version R17.048.

Parameters
  • offset (float) – The offset along the spline from 0.0 to 1.0.

  • type (int) –

    The type of spline. Check out Spline Types.

    SPLINETYPE_LINEAR

    Linear.

    SPLINETYPE_CUBIC

    Cubic.

    SPLINETYPE_AKIMA

    Akima.

    SPLINETYPE_BSPLINE

    B-Spline.

    SPLINETYPE_BEZIER

    Bezier.

  • closed (bool) – Whether the spline is closed or not.

  • pcnt (int) – The number of points in the spline.

  • padr (List[c4d.Vector]) – The points array.

  • tadr (Optional[List[Dict[str: c4d.Vector]]]) –

    The tangents array, required for Bezier, Cubic and Akima spline types (otherwise will default to b-spline).
    A tangent dictionary has to be defined as: Dict[‘vl’: Vector, ‘vr’: Vector]

Return type

Dict[int, Vector, Tangent, Vector, Vector]

Returns

A dictionary with the following information:

  • ”pointIndex”: The index that the resulting point would be if it were inserted into the spline.

  • ”resultPoint”: The position of the resulting point.

  • ”resultTangent”: The spline tangent information of the resulting point. Dict[‘vl’: Vector,’vr’: Vector]

  • ”leftTangent”: The correct new left tangent (tadr[pointIndex - 1].vr).

  • ”rightTangent”: The correct new right tangent (tadr[pointIndex].vl).

c4d.utils.TransformTangent(newPos, planeNormal, position, tangent, tangentSide, flags=TANGENTTRANSFORMFLAG_BREAK_SCALE)

Creates a transformed tangent around a point and plane, allowing to directly set the position of one of the tangent handles and automatically rotating the rest of the tangent to match.

New in version R17.048.

Parameters
  • newPos (c4d.Vector) – The new position for the tangent handle.

  • planeNormal (c4d.Vector) – The normal of the plane for rotation of the handles.

  • position (c4d.Vector) – The position of the center of the tangent being modified.

  • tangent (dict) –

    The tangent to modify/derive the resulting tangent from.
    A tangent dictionary has to be defined as: Dict[‘vl’: Vector, ‘vr’: Vector]

  • tangentSide (int) –

    The handle to modify of the tangent, left, right, or none:

    TANGENTSIDE_NONE

    No tangent handles being modified.

    TANGENTSIDE_LEFT

    Modify the left tangent handle.

    TANGENTSIDE_RIGHT

    Modify the right tangent handle.

  • flags (int) –

    The flags for controlling tangent breaking, rotation and scale locking etc.

    TANGENTTRANSFORMFLAG_NONE

    None.

    TANGENTTRANSFORMFLAG_LOCK_LENGTH

    Fix the length of the tangents, only change the rotation.

    TANGENTTRANSFORMFLAG_LOCK_ANGLE

    Fix the angle of the tangents, only change the length.

    TANGENTTRANSFORMFLAG_BREAK_SCALE

    Only scale one handle (but rotate both).

    TANGENTTRANSFORMFLAG_BREAK

    Only modify one handle.

Return type

Dict[‘vl’: Vector,’vr’: Vector]

Returns

The resulting transformed tangent.

c4d.utils.CalcSplineMovement(newPos, offset, type, splineMg, bd, planeNormal, closed, lockTangentAngle, lockTangentLength, breakTangents, pcnt, padr, tadr)

Moves a point on a spline curve to a user specified new position.

New in version R17.048.

Parameters
  • newPos (c4d.Vector) – The new position for the point of the curve at offset.

  • offset (float) – The offset to move to the position newPos.

  • type (int) –

    The type of spline to move. Check out Spline Types.

    SPLINETYPE_LINEAR

    Linear.

    SPLINETYPE_CUBIC

    Cubic.

    SPLINETYPE_AKIMA

    Akima.

    SPLINETYPE_BSPLINE

    B-Spline.

    SPLINETYPE_BEZIER

    Bezier.

  • splineMg (c4d.Matrix) – The matrix of the spline.

  • bd (Optional[c4d.BaseDraw]) – The optional basedraw. Can be None.

  • planeNormal (c4d.Vector) – The normal for tangent rotation, typically Vector(0,0,1).

  • closed (bool) – The closed state of the spline.

  • lockTangentAngle (bool) – True if tangents angle may not be changed by this routine.

  • lockTangentLength (bool) – True if the tangents length may not be changed by this routine.

  • breakTangents (int) –

    Set to break the tangents while manipulating the curve if tangents exist:

    Symbol ID

    Description

    BREAKTANGENTS_V_FALSE

    Do not break any tangents.

    BREAKTANGENTS_V_TRUE

    Break the tangents.

    BREAKTANGENTS_V_AUTO

    Only break the tangents if they are already broken.

  • pcnt (int) – The number of points in the spline.

  • padr (List[c4d.Vector]) – The points that describe the spline.

  • tadr (Optional[List[Dict[str: c4d.Vector]]]) –

    The tangents that are used by the spline.
    A tangent dictionary has to be defined as: Dict[‘vl’: Vector, ‘vr’: Vector]

Return type

Tuple[List[c4d.Vector], List[Dict[str: c4d.Vector]]]

Returns

The resulting lists of points and tangents.

c4d.utils.CalcSplineDefaultTangents(type, closed, pcnt, padr)

Calculates the default tangents for the passed points (spline segment) based on the spline type.

New in version R17.048.

Parameters
  • type (int) –

    The type of spline to move. Check out Spline Types.

    SPLINETYPE_LINEAR

    Linear.

    SPLINETYPE_CUBIC

    Cubic.

    SPLINETYPE_AKIMA

    Akima.

    SPLINETYPE_BSPLINE

    B-Spline.

    SPLINETYPE_BEZIER

    Bezier.

  • closed (bool) – The closed state of the spline.

  • pcnt (int) – The number of points in the spline.

  • padr (List[c4d.Vector]) – The points that describe the spline.

Return type

List[Dict[str: c4d.Vector]]

Returns

The resulting tangents. A tangent dictionary is defined as: Dict[‘vl’: Vector, ‘vr’: Vector]

c4d.utils.BooleanSplines(initialSpline, booleanObjects, doc, bd, projectionAxis, booleanMode)

Booleans an initial spline object with an array of other spline objects along a passed projection axis (in 2D).

New in version R17.048.

Parameters
  • initialSpline (c4d.BaseObject) – The original spline object that will have the operations applied to it.

  • booleanObjects (List[c4d.SplineObject]) – The array of spline objects to boolean with initialSpline.

  • doc (c4d.documents.BaseDocument) – The active document that the objects belong to.

  • bd (c4d.BaseDraw) – The active basebraw.

  • projectionAxis (int) –

    The projection axis to use:

    SPLINEBOOL_AXIS_NONE

    No axis.

    SPLINEBOOL_AXIS_SCREEN

    Project into the current screen.

    SPLINEBOOL_AXIS_ZY

    Project on the ZY (X axis) plane.

    SPLINEBOOL_AXIS_XZ

    Project on the XZ (Y axis) plane.

    SPLINEBOOL_AXIS_XY

    Project on the XY (Z axis) plane.

  • booleanMode (int) –

    The type of boolean to apply:

    SPLINEBOOL_MODE_AMINUSB

    Subtract B from A.

    SPLINEBOOL_MODE_BMINUSA

    Subtract A from B.

    SPLINEBOOL_MODE_UNION

    Union of both A and B.

    SPLINEBOOL_MODE_AND

    And intersection (overlap) of region of A and B.

    SPLINEBOOL_MODE_OR

    Or intersection (outside of overlap) of region of A and B.

    SPLINEBOOL_MODE_INTERSECTION

    Intersection (all segments inside and out) of region of A and B.

Return type

Optional[c4d.BaseList2D]

Returns

The spline object result of the Boolean operation, None if there was an error.

c4d.utils.RGBToHSV(col)

Converts RGB into the HSV color space and returns the converted value.

Parameters

col (c4d.Vector) – RGB color.

Return type

c4d.Vector

Returns

HSV color.

c4d.utils.HSVToRGB(col)

Converts HSV into the RGB color space and returns the converted value.

Parameters

col (c4d.Vector) – HSV color.

Return type

c4d.Vector

Returns

RGB color.

c4d.utils.RGBToHSL(col)

Converts RGB into the HSL color space and returns the converted value.

New in version R14.014.

Parameters

col (c4d.Vector) – RGB color.

Return type

c4d.Vector

Returns

HSL color.

Note

If you want the Hue value to be in degree, you have to multiply it yourself.

c4d.utils.HSLtoRGB(col)

Converts HSL into the RGB color space and returns the converted value.

New in version R14.014.

Parameters

col (c4d.Vector) – HSL color.

Return type

c4d.Vector

Returns

RGB color.

c4d.utils.VectorEqual(v1, v2, epsilon=0.01)

Check if vector v1 and v2 are within epsilon of each other.

Parameters
  • v1 (c4d.Vector) – The first vector.

  • v2 (c4d.Vector) – The second vector.

  • epsilon (float) – The epsilon value.

Return type

bool

Returns

True if the vectors are equal.

c4d.utils.Bias(b, x)

Returns the bias as the defined in the book “Texturing and Modeling” by Ebert.

The internal code:

import math

def Bias(b, x):
    return math.pow(x, -math.log(b) / 0.693147180559945)
Parameters
  • b (number) – Bias value.

  • x (number) – The real value.

Return type

float

Returns

The bias.

c4d.utils.FCut(a, b, c)

Limit the value of a to between b and c.

Parameters
  • a (float) – Value

  • b (float) – Lower bound

  • c (float) – Upper bound

c4d.utils.CutColor(vec)

Limit a color vector between 0.0 and 1.0.

Parameters

vec (c4d.Vector) – Bias value.

Return type

c4d.Vector

Returns

The limited color vector.

c4d.utils.Truncate(x)

Limit a color vector between 0.0 and 1.0.

The internal code:

import c4d

import math



# Internal code of c4d.utils.Truncate

def Truncate(x):

    if x >= 0.0:

        return math.floor(x)

    else:

        return math.fceil(x)





print c4d.utils.Truncate(1.5) == Truncate(1.5)

Parameters

x (number) – The value to truncate.

Return type

float

Returns

The truncated value.

c4d.utils.VectorSum(vec)

Sum the vector components.

Parameters

x (c4d.Vector) – A color

Return type

float

Returns

The sum of the components.

c4d.utils.VectorGray(vec)

Sum the vector components and multiply by 1/3.

Parameters

vec (c4d.Vector) – A color

Return type

float

Returns

The gray value.

c4d.utils.VectorAngle(vec1, vec2)

Calculates the angle between two vectors in radians.

Parameters
Return type

float

Returns

The angle in radians.

c4d.utils.VectorMin(vec)

Find the minimum component of the vector.

Parameters

vec (c4d.Vector) – The vector to find the minimum component of.

Return type

float

Returns

The minimum component of the vector.

c4d.utils.VectorMax(vec)

Find the maximum component of the vector.

Parameters

vec (c4d.Vector) – The vector to find the maximum component of.

Return type

float

Returns

The maximum component of the vector.

c4d.utils.MatrixMove(vec)

Create a translation matrix.

Parameters

vec (c4d.Vector) – The translation vector.

Return type

c4d.Matrix

Returns

The translation matrix.

c4d.utils.MatrixScale(s)

Create a scaling matrix.

Parameters

s (c4d.Vector) – The scaling vector for the axes.

Return type

c4d.Matrix

Returns

The scaling matrix.

c4d.utils.VectorToHPB(p)

Calculate euler angles from the vector p. The bank is always set to 0.0.

Parameters

p (c4d.Vector) – The vector to find the HPB for.

Return type

c4d.Vector

Returns

The rotation HPB.

c4d.utils.MatrixToHPB(m, order=ROTATIONORDER_DEFAULT)

Calculate euler angles from the matrix m.

Parameters
  • m (c4d.Matrix) – The rotation matrix.

  • order (int) –

    The order of rotation:

    ROTATIONORDER_YXZGLOBAL

    Global YXZ order.

    ROTATIONORDER_YZXGLOBAL

    Global YZX order.

    ROTATIONORDER_ZYXGLOBAL

    Global ZYX order.

    ROTATIONORDER_ZXYGLOBAL

    Global ZXY order.

    ROTATIONORDER_XZYGLOBAL

    Global XZY order.

    ROTATIONORDER_XYZGLOBAL

    Global XYZ order.

    ROTATIONORDER_YXZLOCAL

    Local YXZ order.

    ROTATIONORDER_YZXLOCAL

    Local YZX order.

    ROTATIONORDER_ZYXLOCAL

    Local ZYX order.

    ROTATIONORDER_ZXYLOCAL

    Local ZXY order.

    ROTATIONORDER_XZYLOCAL

    Local XZY order.

    ROTATIONORDER_XYZLOCAL

    Local XYZ order.

    ROTATIONORDER_HPB

    HPB order.

    ROTATIONORDER_DEFAULT

    Default order. ROTATIONORDER_HPB.

Return type

c4d.Vector

Returns

The HPB.

c4d.utils.HPBToMatrix(hpb, order=ROTATIONORDER_DEFAULT)

Construct matrix from the euler angles hpb.

Parameters
  • hpb (c4d.Vector) – The input HPB.

  • order (int) –

    The order of rotation:

    ROTATIONORDER_YXZGLOBAL

    Global YXZ order.

    ROTATIONORDER_YZXGLOBAL

    Global YZX order.

    ROTATIONORDER_ZYXGLOBAL

    Global ZYX order.

    ROTATIONORDER_ZXYGLOBAL

    Global ZXY order.

    ROTATIONORDER_XZYGLOBAL

    Global XZY order.

    ROTATIONORDER_XYZGLOBAL

    Global XYZ order.

    ROTATIONORDER_YXZLOCAL

    Local YXZ order.

    ROTATIONORDER_YZXLOCAL

    Local YZX order.

    ROTATIONORDER_ZYXLOCAL

    Local ZYX order.

    ROTATIONORDER_ZXYLOCAL

    Local ZXY order.

    ROTATIONORDER_XZYLOCAL

    Local XZY order.

    ROTATIONORDER_XYZLOCAL

    Local XYZ order.

    ROTATIONORDER_HPB

    HPB order.

    ROTATIONORDER_DEFAULT

    Default order. ROTATIONORDER_HPB.

Return type

c4d.Matrix

Returns

The rotation matrix.

c4d.utils.CalcLOD(val, lod, min, max)

This is a helper function to modify a user chosen subdivision value.

For example:

sub = c4d.utils.CalcLOD(op[TUBEOBJECT_SUB, 1], hh["lod"], 1, 1000)
Parameters
  • val (int) – The user chosen lod value.

  • lod (float) – The LOD value.

  • min (int) – The minimum lod.

  • max (int) – The maximum lod.

c4d.utils.CompareFloatTolerant(a, b)

Compares if two floats are close to each other on a bit basis (rather than a fixed epsilon).

Parameters
  • a (float) – The first parameter.

  • b (float) – The second parameter.

Return type

bool

Returns

True if a and b are sufficiently close to each other, otherwise False.

c4d.utils.SinCos(w)

Get sine and cosine of w:

import c4d



sn, cs = c4d.utils.SinCos(80)

Parameters

w (float) – Value.

Return type

list

Returns

Sine and Cosine.

c4d.utils.TransformColor(input, colortransformation)

Transforms a color from one color profile to another.

Parameters
  • input (c4d.Vector) – The color to transform.

  • colortransformation (int) –

    Transformation mode:

    COLORSPACETRANSFORMATION_NONE

    None.

    COLORSPACETRANSFORMATION_LINEAR_TO_SRGB

    Linear to sRGB color space transformation.

    COLORSPACETRANSFORMATION_SRGB_TO_LINEAR

    sRGB to linear color space transformation.

    COLORSPACETRANSFORMATION_LINEAR_TO_VIEW

    Linear to display color space transformation.

    COLORSPACETRANSFORMATION_SRGB_TO_VIEW

    sRGB to display color space transformation.

Return type

c4d.Vector

Returns

The transformed color.

c4d.utils.CalculateTranslationScale(src, dst)

Calculates the scale between src and dst.

Note

Both src and dst have to be of the same type: either c4d.documents.BaseDocument or c4d.UnitScaleData.

Parameters
Return type

float

Returns

The scale.

c4d.utils.SphereLineIntersection(linePoint1, linePoint2, sphereCenter, sphereRadius)

Calculates the intersection points between a line and a sphere in 3D space.

New in version R16.021.

Parameters
  • linePoint1 (c4d.Vector) – The first point of the line.

  • linePoint2 (c4d.Vector) – The second point of the line.

  • sphereCenter (c4d.Vector) – The center of the sphere.

  • sphereRadius (float) – The radius of the sphere.

Return type

Tuple[bool, float, float, c4d.Vector, c4d.Vector]

Returns

A tuple with the following information:

  1. bool: True if the line segment intersected the sphere, otherwise False.

  2. float: The first intersection point (lowest) as an offset between linePoint1 and linePoint2.

  3. float: The second intersection point (highest) as an offset between linePoint1 and linePoint2.

  4. Vector: The actual 3D point where the line first intersects (enters) the sphere.

  5. Vector: The actual 3D point where the line subsequently intersects (exits) the sphere.

c4d.utils.CircleLineIntersection(linePoint1, linePoint2, circleCenter, circleRadius)

Calculates the intersection points between a line and a circle in 2D space (although Z will also be calculated on the resulting hit points).

New in version R16.021.

Parameters
  • linePoint1 (c4d.Vector) – The first point of the line.

  • linePoint2 (c4d.Vector) – The second point of the line.

  • circleCenter (c4d.Vector) – The center of the circle.

  • circleRadius (float) – The radius of the circle.

Return type

Tuple[bool, float, float, c4d.Vector, c4d.Vector]

Returns

A tuple with the following information:

  1. bool: True if the line segment intersected the circle, otherwise False.

  2. float: The first intersection point (lowest) as an offset between linePoint1 and linePoint2.

  3. float: The second intersection point (highest) as an offset between linePoint1 and linePoint2.

  4. Vector: The actual 3D point where the line first intersects (enters) the circle, Z may also be calculated.

  5. Vector: The actual 3D point where the line subsequently intersects (exits) the circle, Z may also be calculated.

c4d.utils.PointLineSegmentDistance(segmentPoint1, segmentPoint2, pos)

Calculates the distance from a point to a line segment between two points.

New in version R17.048.

Parameters
  • segmentPoint1 (c4d.Vector) – The line segment first point.

  • segmentPoint2 (c4d.Vector) – The line segment second point.

  • pos (c4d.Vector) – The point to test against the line segment.

Return type

Tuple[float,c4d.Vector, float]

Returns

A tuple with the following information:

  1. The distance between the point and the line segment.

  2. The intersection point on the segment.

  3. The offset along the segment of the intersection point.

c4d.utils.PointLineSegmentDistance2D(segmentPoint1, segmentPoint2, pos)

Calculates the distance from a point to a line segment between two points in 2D ignoring the Z value.

New in version R17.048.

Parameters
  • segmentPoint1 (c4d.Vector) – The line segment first point.

  • segmentPoint2 (c4d.Vector) – The line segment second point.

  • pos (c4d.Vector) – The point to test against the line segment.

Return type

Tuple[float, c4d.Vector, float]

Returns

A tuple with the following information:

  1. The distance between the point and the line segment.

  2. The intersection point on the segment.

  3. The offset along the segment of the intersection point.

c4d.utils.InitBakeTexture(doc, textags, texuvws, destuvws, bc, th=None)

Initializes a bake operation of a single tag for BakeTexture().

New in version R18.011.

Parameters
  • doc (c4d.documents.BaseDocument) – The document.

  • textags (c4d.TextureTag) – The texture tag(s) to bake. Must be assigned to an object.

  • texuvws (c4d.UVWTag) – The UVW tag(s) to bake. Must be valid if UVW projection is selected in the texture tag(s), ignored otherwise.

  • destuvws (Optional[c4d.UVWTag]) – The destination UVW tag for the bake. If not None, the current projection is transformed into the UVW tag.

  • bc (c4d.BaseContainer) –

    The bake settings:

    BAKE_TEX_USE_CAMERA_VECTOR

    bool

    Use camera vector.

    BAKE_TEX_USE_POLYSELECTION

    bool

    Use polygon selection.

    BAKE_TEX_AMBIENT_OCCLUSION

    bool

    Bake ambient occlusion.

    BAKE_TEX_NORMAL

    bool

    Bake normal channel.

    BAKE_TEX_SURFACECOLOR

    bool

    Bake surface color.

    BAKE_TEX_COLOR

    bool

    Bake color.

    BAKE_TEX_DIFFUSION

    bool

    Bake diffusion channel.

    BAKE_TEX_LUMINANCE

    bool

    Bake luminance.

    BAKE_TEX_ALPHA

    bool

    Bake alpha channel.

    BAKE_TEX_ILLUMINATION

    bool

    Bake illumination.

    BAKE_TEX_SHADOWS

    bool

    Bake shadows.

    BAKE_TEX_BUMP

    bool

    Bake bump.

    BAKE_TEX_TRANSPARENCY

    bool

    Bake transparency.

    BAKE_TEX_UVMAP

    bool

    Bake UV map.

    BAKE_TEX_REFLECTION

    bool

    Bake reflection.

    BAKE_TEX_DISPLACEMENT

    bool

    Bake displacement.

    BAKE_TEX_WIDTH

    int

    Width.

    BAKE_TEX_HEIGHT

    int

    Height.

    BAKE_TEX_PIXELBORDER

    int

    Pixel border.

    BAKE_TEX_FILL_COLOR

    Vector

    Fill color.

    BAKE_TEX_UV_LEFT

    float

    Left UV coordinate.

    BAKE_TEX_UV_RIGHT

    float

    Right UV coordinate.

    BAKE_TEX_UV_TOP

    float

    Top UV coordinate.

    BAKE_TEX_UV_BOTTOM

    float

    Bottom UV coordinate.

    BAKE_TEX_SUPERSAMPLING

    int

    Supersampling.

    BAKE_TEX_USE_BUMP

    bool

    Use bump.

    BAKE_TEX_NO_GI

    bool

    No GI.

    BAKE_TEX_CONTINUE_UV

    bool

    Continue UV.

    BAKE_TEX_USE_PHONG_TAG

    bool

    The pixel will be clamped to the current polygon if set to True and if the angle between polygons is bigger than their phong angle. Only needed if BAKE_TEX_CONTINUE_UV is set to True.

    BAKE_TEX_COLORPROFILE

    ColorProfile

    Color profile of the baked texture.

    BAKE_TEX_SHOW_STATUS

    bool

    Show status.

    BAKE_TEX_PROGRESS_BITMAP

    bool

    Show the bitmap in a preview during baking.

    BAKE_TEX_GENERATE_UNDO

    bool

    Generate undo for UVW tags and Vertex tags created by the baker.

    BAKE_TEX_PREVIEW

    bool

    Bake texture preview.

    BAKE_TEX_COLOR_ILLUM

    bool

    Illumination in color.

    BAKE_TEX_COLOR_SHADOWS

    bool

    Shadows in color.

    BAKE_TEX_COLOR_LUMINANCE

    bool

    Luminance in color.

    BAKE_TEX_COLOR_DIFFUSION

    bool

    Diffusion in color.

    BAKE_TEX_LUMINANCE_DIFFUSION

    bool

    Diffusion in luminance.

    BAKE_TEX_ILLUMINATION_SHADOWS

    bool

    Shadows in luminance.

    BAKE_TEX_NORMAL_METHOD

    int

    Normal method:

    BAKE_TEX_NORMAL_METHOD_OBJECT

    Object.

    BAKE_TEX_NORMAL_METHOD_TANGENT

    Tangent.

    BAKE_TEX_NORMAL_METHOD_WORLD

    World.

    BAKE_TEX_NORMAL_FLIP_X

    bool

    Flip X.

    BAKE_TEX_NORMAL_FLIP_Y

    bool

    Flip Y.

    BAKE_TEX_NORMAL_FLIP_Z

    bool

    Flip Z.

    BAKE_TEX_NORMAL_SWAP_YZ

    bool

    Swap Y/Z.

    BAKE_TEX_NORMAL_SOURCE

    link

    Normal source.

    BAKE_TEX_NORMAL_USE_RAYCAST

    bool

    New in version R18: Whether the normal map will be generated using ray casting. True when baking the normal map only.

    BAKE_TEX_SURFACE_ILLUMINATION

    bool

    Surface illumination.

    BAKE_TEX_AO_VERTEX_MAP

    bool

    Ambient occlusion in vertex map.

    BAKE_TEX_AO_SELFINTERSECTION

    bool

    Ambient occlusion self-intersection.

    BAKE_TEX_AO_VERTEXMAPS

    BaseContainer

    A container that stores all new generated vertex maps.

    BAKE_TEX_DISPLACEMENT_SOURCE

    link

    The high-res source object.

    BAKE_TEX_DISPLACEMENT_HEIGHT

    float

    A float that will receive the displacement height.

    BAKE_TEX_DISPLACEMENT_METHOD

    int

    Displacement method:

    BAKE_TEX_DISPLACEMENT_METHOD_OBJECT

    Object.

    BAKE_TEX_DISPLACEMENT_METHOD_WORLD

    World.

    BAKE_TEX_DISPLACEMENT_METHOD_TANGENT

    Tangent.

    BAKE_TEX_DISPLACEMENT_METHOD_INTENSITY

    Intensity.

    BAKE_TEX_DISPLACEMENT_METHOD_CENTEREDINTENSITY

    Centered intensity.

    BAKE_TEX_DISPLACEMENT_METHOD_REDGREEN

    Red <-> Green.

    BAKE_TEX_DISPLACEMENT_SUBPOLY

    bool

    Displacement subpoly.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_SUBDIVISION

    int

    Displacement subpoly subdivision.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_ROUND

    bool

    Displacement subpoly round.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_ROUNDCONTOUR

    bool

    Displacement subpoly round contour.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_HQREMAPPING

    bool

    Displacement subpoly HQ remapping.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_MAPRESULT

    bool

    Displacement subpoly map result.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_KEEPEDGES

    bool

    Displacement subpoly keep edges.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_DISTRIBUTION

    bool

    Displacement subpoly distribution.

    BAKE_TEX_RAYCAST_USE_MAX_DISTANCE

    bool

    New in version R18: Use maximum ray casting distance.

    BAKE_TEX_RAYCAST_CUSTOM_MAX_DISTANCE

    float

    New in version R18: Custom maximum ray casting distance.

    BAKE_TEX_RAYCAST_USE_AUTO_SPIKE_FILTER_THRESHOLD

    bool

    New in version R18: Use automatic spike filter threshold.

    BAKE_TEX_RAYCAST_CUSTOM_SPIKE_FILTER_THRESHOLD

    float

    New in version R18: Custom spike filter threshold.

    BAKE_TEX_OPTIMAL_MAPPING

    int

    Optimal mapping:

    BAKE_TEX_OPTIMAL_MAPPING_OFF

    Off.

    BAKE_TEX_OPTIMAL_MAPPING_CUBIC

    Cubic.

    BAKE_TEX_OPTIMAL_MAPPING_ANGLE

    Angle.

    BAKE_TEX_OPTIMAL_MAPPING_PACKED

    Packed.

    BAKE_TEX_OPTIMAL_MAPPING_RELAXCOUNT

    int

    Optimal mapping relax count.

    BAKE_TEX_OPTIMAL_MAPPING_PREVIEW

    int

    Optimal mapping preview.

    BAKE_TEX_NO_INIT_BITMAP

    bool

    Set to True if the passed MultipassBitmap is already initialized.

    BAKE_TEX_AUTO_SIZE

    bool

    Auto size.

    BAKE_TEX_AUTO_SIZE_MIN

    int

    Minimum auto size.

    BAKE_TEX_AUTO_SIZE_MAX

    int

    Maximum auto size.

    BAKE_TEX_AUTO_PIXEL_SIZE

    float

    Automatic pixel size.

    BAKE_TEX_STATUSBAR

    str

    Status bar text.

  • th (Optional[c4d.threading.BaseThread]) – The optional thread. Can be None. New in version R18.039.

Return type

Tuple[c4d.documents.BaseDocument, int]

Returns

A tuple with the following information:

c4d.documents.BaseDocument: The document for the bake to use for the call to BakeTexture().
int: The error result. BAKE_TEX_ERR_NONE if successful, otherwise one of these errors:

BAKE_TEX_ERR_NONE

None.

BAKE_TEX_ERR_NO_DOC

No document.

BAKE_TEX_ERR_NO_MEM

No more memory available.

BAKE_TEX_ERR_NO_RENDER_DOC

No render document.

BAKE_TEX_ERR_NO_TEXTURE_TAG

textag is None or not in doc.

BAKE_TEX_ERR_NO_OBJECT

One of the tags is not assigned to an object or to another object.

BAKE_TEX_ERR_NO_UVW_TAG

UVW tag is missing.

BAKE_TEX_ERR_TEXTURE_MISSING

No texture.

BAKE_TEX_ERR_WRONG_BITMAP

MultipassBitmap was used, but it has the wrong type or wrong resolution.

BAKE_TEX_ERR_USERBREAK

User break.

BAKE_TEX_ERR_NO_OPTIMAL_MAPPING

Optimal mapping failed.

BAKE_TEX_ERR_NO_SOURCE_UVW_TAG

UVW tag for the source object is missing.

c4d.utils.BakeTexture(doc, data, bmp, th, hook)

Bakes the texture(s) specified by the last InitBakeTexture() call into bmp.

New in version R18.011.

Parameters
  • doc (c4d.documents.BaseDocument) – The document.

  • data (c4d.BaseContainer) –

    The bake settings:

    BAKE_TEX_USE_CAMERA_VECTOR

    bool

    Use camera vector.

    BAKE_TEX_USE_POLYSELECTION

    bool

    Use polygon selection.

    BAKE_TEX_AMBIENT_OCCLUSION

    bool

    Bake ambient occlusion.

    BAKE_TEX_NORMAL

    bool

    Bake normal channel.

    BAKE_TEX_SURFACECOLOR

    bool

    Bake surface color.

    BAKE_TEX_COLOR

    bool

    Bake color.

    BAKE_TEX_DIFFUSION

    bool

    Bake diffusion channel.

    BAKE_TEX_LUMINANCE

    bool

    Bake luminance.

    BAKE_TEX_ALPHA

    bool

    Bake alpha channel.

    BAKE_TEX_ILLUMINATION

    bool

    Bake illumination.

    BAKE_TEX_SHADOWS

    bool

    Bake shadows.

    BAKE_TEX_BUMP

    bool

    Bake bump.

    BAKE_TEX_TRANSPARENCY

    bool

    Bake transparency.

    BAKE_TEX_UVMAP

    bool

    Bake UV map.

    BAKE_TEX_REFLECTION

    bool

    Bake reflection.

    BAKE_TEX_DISPLACEMENT

    bool

    Bake displacement.

    BAKE_TEX_WIDTH

    int

    Width.

    BAKE_TEX_HEIGHT

    int

    Height.

    BAKE_TEX_PIXELBORDER

    int

    Pixel border.

    BAKE_TEX_FILL_COLOR

    Vector

    Fill color.

    BAKE_TEX_UV_LEFT

    float

    Left UV coordinate.

    BAKE_TEX_UV_RIGHT

    float

    Right UV coordinate.

    BAKE_TEX_UV_TOP

    float

    Top UV coordinate.

    BAKE_TEX_UV_BOTTOM

    float

    Bottom UV coordinate.

    BAKE_TEX_SUPERSAMPLING

    int

    Supersampling.

    BAKE_TEX_USE_BUMP

    bool

    Use bump.

    BAKE_TEX_NO_GI

    bool

    No GI.

    BAKE_TEX_CONTINUE_UV

    bool

    Continue UV.

    BAKE_TEX_USE_PHONG_TAG

    bool

    The pixel will be clamped to the current polygon if set to True and if the angle between polygons is bigger than their phong angle. Only needed if BAKE_TEX_CONTINUE_UV is set to True.

    BAKE_TEX_COLORPROFILE

    ColorProfile

    Color profile of the baked texture.

    BAKE_TEX_SHOW_STATUS

    bool

    Show status.

    BAKE_TEX_PROGRESS_BITMAP

    bool

    Show the bitmap in a preview during baking.

    BAKE_TEX_GENERATE_UNDO

    bool

    Generate undo for UVW tags and Vertex tags created by the baker.

    BAKE_TEX_PREVIEW

    bool

    Bake texture preview.

    BAKE_TEX_COLOR_ILLUM

    bool

    Illumination in color.

    BAKE_TEX_COLOR_SHADOWS

    bool

    Shadows in color.

    BAKE_TEX_COLOR_LUMINANCE

    bool

    Luminance in color.

    BAKE_TEX_COLOR_DIFFUSION

    bool

    Diffusion in color.

    BAKE_TEX_LUMINANCE_DIFFUSION

    bool

    Diffusion in luminance.

    BAKE_TEX_ILLUMINATION_SHADOWS

    bool

    Shadows in luminance.

    BAKE_TEX_NORMAL_METHOD

    int

    Normal method:

    BAKE_TEX_NORMAL_METHOD_OBJECT

    Object.

    BAKE_TEX_NORMAL_METHOD_TANGENT

    Tangent.

    BAKE_TEX_NORMAL_METHOD_WORLD

    World.

    BAKE_TEX_NORMAL_FLIP_X

    bool

    Flip X.

    BAKE_TEX_NORMAL_FLIP_Y

    bool

    Flip Y.

    BAKE_TEX_NORMAL_FLIP_Z

    bool

    Flip Z.

    BAKE_TEX_NORMAL_SWAP_YZ

    bool

    Swap Y/Z.

    BAKE_TEX_NORMAL_SOURCE

    link

    Normal source.

    BAKE_TEX_NORMAL_USE_RAYCAST

    bool

    New in version R18: Whether the normal map will be generated using ray casting. True when baking the normal map only.

    BAKE_TEX_SURFACE_ILLUMINATION

    bool

    Surface illumination.

    BAKE_TEX_AO_VERTEX_MAP

    bool

    Ambient occlusion in vertex map.

    BAKE_TEX_AO_SELFINTERSECTION

    bool

    Ambient occlusion self-intersection.

    BAKE_TEX_AO_VERTEXMAPS

    BaseContainer

    A container that stores all new generated vertex maps.

    BAKE_TEX_DISPLACEMENT_SOURCE

    link

    The high-res source object.

    BAKE_TEX_DISPLACEMENT_HEIGHT

    float

    A float that will receive the displacement height.

    BAKE_TEX_DISPLACEMENT_METHOD

    int

    Displacement method:

    BAKE_TEX_DISPLACEMENT_METHOD_OBJECT

    Object.

    BAKE_TEX_DISPLACEMENT_METHOD_WORLD

    World.

    BAKE_TEX_DISPLACEMENT_METHOD_TANGENT

    Tangent.

    BAKE_TEX_DISPLACEMENT_METHOD_INTENSITY

    Intensity.

    BAKE_TEX_DISPLACEMENT_METHOD_CENTEREDINTENSITY

    Centered intensity.

    BAKE_TEX_DISPLACEMENT_METHOD_REDGREEN

    Red <-> Green.

    BAKE_TEX_DISPLACEMENT_SUBPOLY

    bool

    Displacement subpoly.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_SUBDIVISION

    int

    Displacement subpoly subdivision.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_ROUND

    bool

    Displacement subpoly round.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_ROUNDCONTOUR

    bool

    Displacement subpoly round contour.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_HQREMAPPING

    bool

    Displacement subpoly HQ remapping.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_MAPRESULT

    bool

    Displacement subpoly map result.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_KEEPEDGES

    bool

    Displacement subpoly keep edges.

    BAKE_TEX_DISPLACEMENT_SUBPOLY_DISTRIBUTION

    bool

    Displacement subpoly distribution.

    BAKE_TEX_RAYCAST_USE_MAX_DISTANCE

    bool

    New in version R18: Use maximum ray casting distance.

    BAKE_TEX_RAYCAST_CUSTOM_MAX_DISTANCE

    float

    New in version R18: Custom maximum ray casting distance.

    BAKE_TEX_RAYCAST_USE_AUTO_SPIKE_FILTER_THRESHOLD

    bool

    New in version R18: Use automatic spike filter threshold.

    BAKE_TEX_RAYCAST_CUSTOM_SPIKE_FILTER_THRESHOLD

    float

    New in version R18: Custom spike filter threshold.

    BAKE_TEX_OPTIMAL_MAPPING

    int

    Optimal mapping:

    BAKE_TEX_OPTIMAL_MAPPING_OFF

    Off.

    BAKE_TEX_OPTIMAL_MAPPING_CUBIC

    Cubic.

    BAKE_TEX_OPTIMAL_MAPPING_ANGLE

    Angle.

    BAKE_TEX_OPTIMAL_MAPPING_PACKED

    Packed.

    BAKE_TEX_OPTIMAL_MAPPING_RELAXCOUNT

    int

    Optimal mapping relax count.

    BAKE_TEX_OPTIMAL_MAPPING_PREVIEW

    int

    Optimal mapping preview.

    BAKE_TEX_NO_INIT_BITMAP

    bool

    Set to True if the passed MultipassBitmap is already initialized.

    BAKE_TEX_AUTO_SIZE

    bool

    Auto size.

    BAKE_TEX_AUTO_SIZE_MIN

    int

    Minimum auto size.

    BAKE_TEX_AUTO_SIZE_MAX

    int

    Maximum auto size.

    BAKE_TEX_AUTO_PIXEL_SIZE

    float

    Automatic pixel size.

    BAKE_TEX_STATUSBAR

    str

    Status bar text.

  • bmp (c4d.bitmaps.BaseBitmap) – The bitmap to bake to.

  • th (Optional[c4d.threading.BaseThread]) – The current thread. Can be None.

  • hook (Optional[Callable[[Dict[]], Optional[bool]]]) –

    The bake progress hook callback function. This function gets passed a dictionary with the following information:

    ’version’

    int

    Bake version.

    ’state’

    int

    Bake state:

    BAKE_STATE_NONE

    None.

    BAKE_STATE_PREPARE

    Prepare.

    BAKE_STATE_GI_PREPASS

    GI prepass.

    BAKE_STATE_FILL_IMAGE

    Fill image.

    BAKE_STATE_COMPLETE

    Complete.

    BAKE_STATE_INITIALIZE

    Initialize.

    BAKE_STATE_RESIZENOTIFY

    Resize notify.

    ’data’

    tuple(int, int, BaseBitmap)

    Only used in case of BAKE_STATE_RESIZENOTIFY state. Tuple data is resize width, resize height and cake bitmap.

    ’timedelta’

    int

    Time.

    ’r’

    float

    Progress, between 0 and 1.

    ’starttime’

    int

    Start time in milliseconds.

    If the state is BAKE_STATE_RESIZENOTIFY, the return value has to be a bool to set the result of the resize operation. Otherwise the hook must return None.

Return type

int

Returns

BAKE_TEX_ERR_NONE if successful, otherwise one of these errors:

BAKE_TEX_ERR_NONE

None.

BAKE_TEX_ERR_NO_DOC

No document.

BAKE_TEX_ERR_NO_MEM

No more memory available.

BAKE_TEX_ERR_NO_RENDER_DOC

No render document.

BAKE_TEX_ERR_NO_TEXTURE_TAG

textag is None or not in doc.

BAKE_TEX_ERR_NO_OBJECT

One of the tags is not assigned to an object or to another object.

BAKE_TEX_ERR_NO_UVW_TAG

UVW tag is missing.

BAKE_TEX_ERR_TEXTURE_MISSING

No texture.

BAKE_TEX_ERR_WRONG_BITMAP

MultipassBitmap was used, but it has the wrong type or wrong resolution.

BAKE_TEX_ERR_USERBREAK

User break.

BAKE_TEX_ERR_NO_OPTIMAL_MAPPING

Optimal mapping failed.

BAKE_TEX_ERR_NO_SOURCE_UVW_TAG

UVW tag for the source object is missing.