• Editing RS Nodes with Python

    python
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    M
    Hello @cgweasel, without further questions or postings, we will consider this topic as solved by Friday 02/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Detect Hirarchy Change in a tag

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    M
    Hello @cgweasel, without further questions or postings, we will consider this topic as solved by Friday 02/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • How to detectflip normals of object inwardoutward?

    r23 python
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    M
    Hello @FSS, without further questions or postings, we will consider this topic as solved by Friday 02/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Assign Render Path

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    M
    Hello @wanderingstan, without further questions or postings, we will consider this topic as solved by Friday 02/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Compiling for R20... linker error in maxon::String

    r20 r25 c++
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    M
    Hello @fwilleke80 , without further questions or postings, we will consider this topic as solved by Thursday 01/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • c4d.MatAssignData can't link.

    python windows
    4
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    M
    Hello @Dunhou , without further questions or postings, we will consider this topic as solved by Thursday 01/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • 0 Votes
    7 Posts
    1k Views
    M
    Hello @fwilleke80, without further questions or postings, we will consider this topic as solved by Thursday 01/06/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • GePrint no longer works?

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    M
    Hello @rui_mac, without further questions or postings, we will consider this topic as solved by Wednesday 31/05/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Weighted Face Normal twisted

    r23
    7
    3
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    7 Posts
    1k Views
    M
    Hello @Honeybadger , without further questions or postings, we will consider this topic as solved by Wednesday 31/05/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • I have a problem converting a Osweep object to editable.

    r21 python
    7
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    M
    Hello @FSS, without further questions or postings, we will consider this topic as solved by Wednesday 31/05/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Custom convert matrix to polygon

    c++ r21
    7
    0 Votes
    7 Posts
    1k Views
    M
    Hello @Neekoe, without further questions or postings, we will consider this topic as solved by Wednesday 31/05/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Add Field to Effector

    s26 python
    4
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    816 Views
    M
    Hello @InterfaceGuy, without further questions or postings, we will consider this topic as solved by Wednesday 31/05/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Modify rotation of clone child objects

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    5 Posts
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    M
    Hello @will_blizzard, without further questions or postings, we will consider this topic as solved by Wednesday 31/05/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Get all textures for a material

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    M
    Hello @del, without further questions or postings, we will consider this topic as solved by Wednesday 31/05/2023 and flag it accordingly. Thank you for your understanding, Maxime.
  • Python script for texture baking

    Moved
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    9 Posts
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    M
    Hi @emlcpfx please open a new topic with your exact question and with an explanation about what you call "camera mapped textures". Cheers, Maxime.
  • ObjectData plugin. How to store class object data?

    python r23
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    ferdinandF
    Hey @mikeudin, that the problem appears when calling "Reset To Default" command (from context menu or by right-click on arrows) What does constitute as 'the problem' here for you? But: You should initialize the data parameter with .InitAttr. I forgot to do that in my code example myself and now have added it. But that should not be the cause of your problem, whatever it is. As shown above and in the other thread, Cinema reinitializes nodes that users would consider "the same". A hook is reinitialized for the same node when that node has been reallocated. When some data is not recomputable, or too expensive to, you must the check in Init if the data does already exist. # The actual tag in the scene is allocated and initialized. Init: mem: 0X7F95D530E3C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D5318500, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01$\xc1\xf7\x00Q9\x00\x00' Free: mem: 0X7F95D5316640, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01$\xc1\xf7\x00Q9\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D5314FC0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D52E9E40, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01p\xc9\xf7\x00\xc49\x00\x00' Free: mem: 0X7F95D52E30C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01p\xc9\xf7\x00\xc49\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D52FB3C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D53096C0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\xdd\xcd\xf7\x006:\x00\x00' Free: mem: 0X7F95D530A180, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\xdd\xcd\xf7\x006:\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D5309F00, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D52F9D00, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x9c\xd9\xf7\x00\xaf:\x00\x00' Free: mem: 0X7F95D52FD980, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x9c\xd9\xf7\x00\xaf:\x00\x00' # The actual tag in the scene is reinitialized. Init: mem: 0X7F95D52FD940, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01\x19\xc1\xf7\x00\x079\x00\x00' # An Asset API temp tag is being initialized and then freed right away. Init: mem: 0X7F95D5317A80, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01,\xdd\xf7\x00Q;\x00\x00' Free: mem: 0X7F95D5313EC0, uuid: b'\x14}\xda\xa4\xdb\xf2\x17\x01,\xdd\xf7\x00Q;\x00\x00' Other than that, I cannot say much, without understanding what is exactly going wrong. We will also need executable code, so that we can debug things ourselves as this is not a trivial topic. Cheers, Ferdinand
  • 0 Votes
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    F
    That's exactly what I was looking for. Thank you, Ferdinand
  • Storing an object link and a mat link in a hyperfile

    2023 python
    3
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    i_mazlovI
    Hi @pim, Thanks for reaching out to us. The links are document-specific so they only make any sense in the context of the document that they were created in. It means that once stored, restoring them back would only correspond to the exact same objects in the exact same document. If it's not your case, then you'd need to define the criteria of what you mean by two objects being the same (is it only a name or a combination of the name with any other properties, e.g. hierarchy?). However, if the context of these objects stays the same, then you can use the same trick as @ferdinand mentioned in the point selection thread. Namely, using MAXON_CREATOR_ID for extracting the UUIDs of the objects. These UUIDs can be stored in the Hyperfile (just as simple strings). So whenever you need to restore them, you would need to traverse the document tree and compare the actual object UUID with the one you're restoring. One can also use GetClassification() function to retrieve the type of the object, which would make traversing the document a little more efficient. Please find the sample script implementing the explained approach below. Let me know if you have any further questions. Cheers, Ilia [image: 1684233709032-cinema_4d_ifzokeu8lw.gif] import c4d LINK_OBJ_ID = 1001 LINK_MAT_ID = 1002 BTN_SAVE_ID = 1003 BTN_LOAD_ID = 1004 BTN_RESET_ID = 1005 HF_IDENT = 49545 PATH = 'd:\\_tmp\\lnkbox.bin' class MainDialog(c4d.gui.GeDialog): def __init__(self): self.linkBoxes : dict[int, c4d.gui.BaseCustomGui] = {} def CreateLayout(self): self.GroupBegin(2001, c4d.BFH_FIT, cols=1) self.linkBoxes[0] = self.AddCustomGui(LINK_OBJ_ID, c4d.CUSTOMGUI_LINKBOX, "Obj", c4d.BFH_SCALEFIT, 100, 4) self.linkBoxes[1] = self.AddCustomGui(LINK_MAT_ID, c4d.CUSTOMGUI_LINKBOX, "Mat", c4d.BFH_SCALEFIT, 100, 4) self.GroupEnd() self.GroupBegin(2002, c4d.BFH_FIT, cols=3) self._btnSave = self.AddButton(BTN_SAVE_ID, c4d.BFH_SCALEFIT, name="Store links") self._btnLoad = self.AddButton(BTN_RESET_ID, c4d.BFH_SCALEFIT, name="Reset links") self._btnSave = self.AddButton(BTN_LOAD_ID, c4d.BFH_SCALEFIT, name="Load links") self.GroupEnd() return True def Command(self, id, msg): if id == BTN_SAVE_ID: self.save(PATH) elif id == BTN_LOAD_ID: self.load(PATH) elif id == BTN_RESET_ID: self.reset() return True @staticmethod def GetUUID(node: c4d.C4DAtom) -> bytes: """Returns an UUID for #node which identifies it over reallocation boundaries""" if not isinstance(node, c4d.C4DAtom): raise TypeError(f"{node = }") data: memoryview = node.FindUniqueID(c4d.MAXON_CREATOR_ID) if not isinstance(data, memoryview): raise RuntimeError(f"Could not access UUID for: {node}") return bytes(data) @staticmethod def traverseSubtree(bl : c4d.BaseList2D): """Half-recursively iterates over baselist elements and its children""" while bl: yield bl for child in MainDialog.traverseSubtree(bl.GetDown()): yield child bl = bl.GetNext() @staticmethod def traverseDocument(doc : c4d.documents.BaseDocument, callBack, classification): """Executes callback for each document element depending on classification""" if doc is None: raise ValueError("doc is None") bl : c4d.BaseList2D = None if classification == c4d.Obase: bl = doc.GetFirstObject() elif classification == c4d.Mbase: bl = doc.GetFirstMaterial() for op in MainDialog.traverseSubtree(bl): if not callBack(op): # callback returns false if no further traversing needed return def reset(self): """Reset links in the gui""" for lnkbox in self.linkBoxes.values(): lnkbox.SetLink(None) def save(self, path): """Store links UUID and Classification in the Hyperfile""" bcFile = c4d.BaseContainer() hf = c4d.storage.HyperFile() if hf.Open(ident=HF_IDENT, filename=path, mode=c4d.FILEOPEN_WRITE, error_dialog=c4d.FILEDIALOG_NONE): for idx, lnkbox in self.linkBoxes.items(): lnk : c4d.BaseList2D = lnkbox.GetLink(c4d.documents.GetActiveDocument()) if lnk is None: print("No link selected!") continue uuid : str = MainDialog.GetUUID(lnk).hex() bc = c4d.BaseContainer() bc[0], bc[1] = uuid, lnk.GetClassification() bcFile.SetContainer(idx, bc) hf.WriteContainer(bcFile) else: c4d.gui.MessageDialog("Couldn't open file for writing") hf.Close() def load(self, path): """Unpack UUIDS from Hyperfile and search for corresponding objects""" uuid : str = None obj : c4d.BaseObject = None classification : int = 0 def process(op): """Callback lambda: store object once the correct one has been found""" nonlocal obj if op is not None and MainDialog.GetUUID(op).hex() == uuid: obj = op return False return True hf = c4d.storage.HyperFile() if hf.Open(ident=HF_IDENT, filename=path, mode=c4d.FILEOPEN_READ, error_dialog=c4d.FILEDIALOG_NONE): bcFile : c4d.BaseContainer = hf.ReadContainer() for idx, lnkbox in self.linkBoxes.items(): bc : c4d.BaseContainer = bcFile.GetContainer(idx) uuid, classification = bc[0], bc[1] MainDialog.traverseDocument(c4d.documents.GetActiveDocument(), process, classification) if uuid is not None and obj is not None: lnkbox.SetLink(obj) else: c4d.gui.MessageDialog("Couldn't open file for reading") hf.Close() if __name__=='__main__': dlg = MainDialog() dlg.Open(c4d.DLG_TYPE_ASYNC, defaultw=256, xpos=-2, ypos=-2)
  • How to create ToolBox in C++.

    s26 c++ windows
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    @ferdinand Thank you
  • TreeView DropDown Menu

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    ferdinandF
    Hello @simonator420, Thank you for reaching out to us. As announced here, Maxon is currently conducting a company meeting. Please understand that our capability to answer questions is therefore limited at the moment. I am slightly confused about the nature of your questions, especially in the context of the reply from @mogh. TreeViewFunctions.GetDropDownMenu lets you define the content of drop down menus in a TreeView, and the slightly ill named SetDropDownMenu lets you react to an item being selected in such menu. The 'problem' with your code snippet is that you do not differentiate the drop down gadgets which are set in GetDropDownMenu. Like many methods of TreeViewFunctions it is called for each cell in the tree view table, where lColumn denotes the column as defined in your TreeViewCustomGui.SetLayout call, and obj denotes an item in your root, so sort of the row in the tree. lColumn becomes meaningless when your tree view has only one column of type LV_DROPDOWN. How to make sense of obj, depends on the shape of the data you passed as root. When root root is just a list[object], you could for example alternate between even and odd rows like this. def GetDropDownMenu( self, root: list[object], userdata: any, obj: object, lColumn: int, menuInfo: dict): """Simple example for defining the menu content based on the position of #obj in #root. """ index: int = root.index(obj) if index % 2 == 0: menuInfo["menu"][1000] = "Even row first option" menuInfo["menu"][1001] = "Even row second option" else: menuInfo["menu"][1000] = "Odd row first option" menuInfo["menu"][1001] = "Odd row second option" menuInfo["state"] = int(menuInfo["state"]) In practice, the content of a drop down is more likely to be determined based on the fields of obj (e.g., if obj.a == "foo" then Menu1 else Menu2)rather than its relative position in root (be it a list-like or tree-like data structure). Cheers, Ferdinand