• 0 Votes
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    511 Views
    i_mazlovI
    Hi @pyxelrigger , Unfortunately your question is out of the scope of support on this forum, namely: We cannot provide support on learning C++, Python, or one of their popular third-party libraries. With that's said, I'm kind of missing the main idea behind your question, in other words what are you trying to achieve? Is it just another (e.g. simply more convenient) data structure for the hierarchy? If so, then you're free to create whatever data structure fits your need the best. For example, check a very fast draft code snippet below. Is it that you want to track changes of the hierarchy? If so, then you might need to come up with some more complex setup, e.g. involving using the c4d.EVMSG_CHANGE message. Please, refer to a great Ferdinand's answer here: Best way to detect an object has been deleted? Please also consider visiting our How to ask Questions section of the support procedures for your future postings. Cheers, Ilia A super draft example of nested lists hierarchy representation: import c4d doc: c4d.documents.BaseDocument class HierarchyObject: def __init__(self, op): self.op = op self.children = [] child = self.op.GetDown() if op else doc.GetFirstObject() # recursion entry point while child: self.addChild(HierarchyObject(child)) # recursion child = child.GetNext() def addChild(self, child): self.children.append(child) def toString(self, indentation: int = 0): indentStr: str = '\t' * indentation name: str = self.op.GetName() if self.op else '___root___' s: str = f'{indentStr}<{name}' if self.children: s += ':' for child in self.children: s += f'\n{child.toString(indentation + 1)}' s += f'\n{indentStr}' s += '>' return s def __str__(self): return self.toString() if __name__=='__main__': root: HierarchyObject = HierarchyObject(None) print(root)
  • Sampling a Fusion shader

    windows 2024 c++
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    S
    Hi @ferdinand, Thanks for this, inserting the colour shaders uner the Fusion shader and then inserting the Fusion shader under my shader works fine. I must admit this is my fault. Because the shaders are all created in the InitRender() of my plugin, I didn't think they needed to be (or could be) inserted under my shader. I figured it would be different if the shaders were going to be added to a link field and stay in the document, but not if they're just created then destroyed when done with. So that's very useful to know. Thanks again, Steve
  • 0 Votes
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    kangddanK
    Thank you @m_adam It seems that the best approach is to manually create a null object and calculate its correct rotation matrix through certain methods to achieve the same effect. Once again, thank you for your code; it has been very useful to me!
  • This topic is deleted!

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  • Animated viewport preview in Node Materials

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    P
    Hey Ferdinand, Thank you for investigating and digging deep on the topic, much appreciated. I'll handle this as a limitation for now, until an official solution exists. But don't worry, it's not a high priority for us at the moment. Thank you, Peter
  • Calling “Add” button in Multi Shader: doesn’t work!

    r25 python 2024
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    S
    Yes, I know about not using multiple events. I was playing with that, I thought that's the reason the button was not being called Thank you @ferdinand
  • TagData plugin undo issues

    python windows
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    ferdinandF
    No need to be sorry, a good to hear that you found your solution!
  • How to set the "Texture preview size" value on a new material?

    c++ windows 2024
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    sasha_janvierS
    Once again, I am immensely grateful for your generous and incredibly helpful assistance, @ferdinand ! I don’t know why I didn’t mention SetParameter() in my original message, as this was the first thing I attempted before experimenting with the other methods I mentioned. Thank you once again. I was able to throughly familiarize myself with GetParameter() and SetParameter() today.
  • 0 Votes
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    ThomasBT
    @ferdinand Thanks a lot Ferdinand for your time and effort. It is always admirable how carefully and thoroughly you answer many questions. At first it was often difficult to understand and follow your code examples...now it is a little easier. Thanks for that. I found out that the following method also does the job: c4d.SendCoreMessage(c4d.COREMSG_CINEMA, c4d.BaseContainer(c4d.COREMSG_CINEMA_FORCE_AM_UPDATE), 0) Sorry for the second question about why this buttonDesc[c4d.DESC_FITH] = True buttonDesc[c4d.DESC_SCALEH] = True in the GetDDescription method are not working. I thought this is a follow-up question. I will open another topic for that.
  • Can I get the plugin(Command) help string in other C4DThread?

    windows python 2024
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    ferdinandF
    Hey everyone, just to add a little disclaimer here, as Maxime gave a very hacking friendly answer with the a bit tame warning 'do it at your own risk'. What you are tyring to do is out of scope of support because it is a violation of the threading restrictions. The whole core message system is about events and UI, both things that are inherently bound to the main thread. Maxime's code just circumvents the main-thread check someone once put into our code for a reason, as that person also made sure to put a warning into the docs. When you are someone like Maxime, i.e., you know all the bits and bytes of Cinema 4D on a first-name basis, you can make a workaround like this work. But for everyone else I would strongly recommend not circumventing such things in production code. Just because a hack runs fine on a development machine, does not mean that a customer might not lose work due to a crash induced by such hack. The underlying issue we talked about this morning, is that in C++ one can easily defer things to the main thread with the aptly named ExecuteOnMaainThread while in Python one cannot. We are aware of this issue but it is quite costly to solve. An outcome of this thread, was that we at least promoted the priority of the already existing ticket for this issue in our task pool. We can however give no ETA when we will fix this, as doing this will cost quite some time. Cheers, Ferdinand
  • Is that possible to get current active subwindow of C4D?

    windows python 2024
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    gheyretG
    Thanks for your explanation @m_adam , Yes it's a CommandData plguin but no GeDialog. Because of some limitations, I had to use PySide to create my plugin's special user interface.
  • BaseDraw.DrawHUDText in Cinema4D 2024

    2024 python
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    ferdinandF
    Hello @FlavioDiniz, thank you for reaching out to us. No, that was not fixed in 2024.4. The current plan is to fix it an upcoming minor release, but as always we cannot give any guarantees regarding an ETA. There are currently no workarounds for the other issue. Cheers, Ferdinand
  • Is that possibe to Hide Object in Active BaseDraw?

    python 2024 windows
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    gheyretG
    Hi @ferdinand, Thanks for your reply. I just want to make sure if it's possible. And I'll try the BaseDraw.DrawObject later.
  • 0 Votes
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    ferdinandF
    Hey @bojidar, So, I spent again some time on trying to debug this, and this time manually stepped through the deserialization of 1053286, i.e., your material type. And I am not really any wiser to what is going wrong there. This could be related to a change one of developers made for 2024 to GeAliasGoal, a precursor to what you see as a BaseLink in the public API. But when I look at how it steps through the chunks of the hyper file for your material, I do not really ever see that parameter being deserialized. I think this is more a Tech team than an SDK team issue as they own that part of our APIs. I would have to ask you to file a bug report via our bug tracker for this. Please make sure to include: Reproduction steps. The file. You can also include your code, but that is of less importance. Please give me then also a note when you have done this, so that I can attach the relevant people and make sure that they get access to a license of your software. I could also file the bug report for you, the problem would be then however, that you could not see it, as you can only see your own reports as an MRD. I.e., you could not take part in the comments/discussion attached to the issue. I would recommend that you submit it yourself. When you run into problems, ask Deyan, or reach out to us via mail. Cheers, Ferdinand
  • How to add parameter groups to Nodes dynamically?

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    P
    Thank you for taking time on this. Definitely promising. I'll give it a spin to see if I can reach the desired results with any of the mentioned approaches.
  • How to generate a tag?

    python 2024
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    F
    Ok thanks. Will do that!
  • 0 Votes
    4 Posts
    641 Views
    i_mazlovI
    Hello @Hongzz, Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions. About your First Question When removing all the path handling fluff from your code, everything works as expected (the layout is created properly, when runs from both "Execute" button and the menu item). Please check the attached script below. This actually means that there's something fishy going on with the files on your filesystem or the way you're dealing with them. I'd suggest improve handling edge cases, when the path doesn't exist or when there're no files in the specified path. There're a couple more comments on your posting. First of all, storing your dialog in the global scope of the script is a "hack" that is a) highly not recommended in general b) exceptionally not recommended for being shipped to the end user. You should consider developing a plugin instead, if you need your dialog to be persistent over multiple openings of your dialog. You can have a look into our github repository for some references, e.g. the CommandDataDialog example. Secondly, please consolidate your consequent messages in a single posting as it improves the readabily of the forum (please check the "Support Topic Rules" part of our Support Procedures). For your previous message I've already done this for you. Cheers, Ilia The code snippet without unnecessary path handling parts: import os import c4d class ImportDialog(c4d.gui.GeDialog): BUTTON_ID_BASE = 1000 def __init__(self): self.files = ['myFile1.c4d', 'myFile2.c4d', 'myFile3.c4d'] def CreateLayout(self): self.SetTitle("Import C4D Projects") for index, file in enumerate(self.files, start=self.BUTTON_ID_BASE): filename = os.path.splitext(os.path.basename(file))[0] self.AddButton(index, c4d.BFH_CENTER, name=filename) return True global_dialog_instance = None def main(): global global_dialog_instance if global_dialog_instance is None: global_dialog_instance = ImportDialog() global_dialog_instance.Open(c4d.DLG_TYPE_ASYNC, defaultw=400, defaulth=50) if __name__=="__main__": main()
  • Drag Object in GeDialog.AddEditText

    windows 2024 python
    4
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    4 Posts
    684 Views
    ferdinandF
    Hey @pyxelrigger, sure you can use the string custom GUI. You could also use a base link or a filename field which be the more natural solutions for this. But you asked for AddEditText and that is what I answered. Cheers, Ferdinand
  • Post build event settings on windows and mac

    c++ windows macos
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    B
    Thank you, @ferdinand
  • How to store BaseShader to HyperFile

    windows python 2024
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    gheyretG
    Hi @ferdinand , Yeah! I'm actually considering saving the shader to .c4d file as well. But it would be great if posible to store BaseList2D in Hyperfile. Thank you! Cheers!