• This topic is deleted!

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  • problem with loading plugin in python_init.py

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    @m_adam it's strange, but this small script works fine without any problems with cinema 4d s22. cinema 4d r20 show this error only.
  • Plugin affecting C4D modules startup

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    rsodreR
    @mmustafasarikaya See @m_adam reponse above. Deleting those files fixed the problem.
  • pop-up dialog windows and c4dpy : the problem

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    Hi @wob unfortunately this is not possible, c4dpy is a regular Cinema 4D executed as command line with the NoGui, and as all NoGui Cinema 4D execution, GeDialog is disabled. So its a limitation, and as said by zipit there is no Tkinter shipped with Cinema 4D in order to force people to use Cinema 4D dialog. So possible workarounds are: Install pip and install any 3rd party GUI module (but this is not officially supported by Cinema 4D so you may have some odd issues, but it should work). Execute a python script before from a system python installation that will create the Dialog and later execute c4dpy to do the Cinema 4D work. Cheers, Maxime.
  • any way to close cinema 4d from the python script

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    M
    Hi @wob there is noting built-in for that in Cinema 4D. but you can use the regular python way to kill the current process import signal import os os.kill(os.getpid(), signal.SIGTERM) But I just let you know, that it may be useless by nature python should be pretty good at not creating any memory leak, and should free the data as soon as possible, moreover your approach ( I don't know the whole pipeline) but may also be a big issue for a user since this will clause Cinema 4D without asking for saving. People may lose their work. So I really encourage you to be very careful with the use of this. Cheers, Maxime.
  • Set Spline Tangents with Python Generator

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    @zipit said in Set Spline Tangents with Python Generator: > """Example for constructing smooth tangents in a bezier spline. > > Run this with a spline object selected that has at least three vertices. It > will set the tangents of the second vertex of the spline in respect to its > neighbors. > """ > > import c4d > > > def project_on_line(p, a, b): > """Projects the point p onto the line which contains the line segment ab. > > Args: > p (c4d.Vector): The point to project. > a (c4d.Vector): The first point of the line segment. > b (c4d.Vector): The second point of the line segment. > > Returns: > c4d.Vector: The projection of p onto the line described by the line > segment ab. > """ > # Not much to explain here, check a trigonometry textbook on point line > # projections / the dot product if you are lost. > ab = b - a > t = ((p - a) * ab) / ab.GetLengthSquared() > return a + ab * t > > > def construct_vertex_frame(p, q, r): > """Constructs a frame for a spline vertex and its two normalized tangent > lengths. > > Args: > p (c4d.Vector): The point of the vertex for which to construct the > frame. > q (c4d.Vector): The point of the vertex which is the vertex before p. > r (c4d.Vector): The point of the vertex which is the vertex after p. > > Returns: > float, float, c4d.Vector: The normalized length of the left and > right tangent and the frame. > """ > > # The Vectors pointing from p to q and from p to r. > a, b = q - p, r - p > > # Now we construct our frame axis, I did use axis labels instead of the > # terms normal, binormal and tangent to keep things unambiguous. > > # The x-axis or tangent of the frame, i.e. the axis along which we will > # place out tangent control points. > x = (r - q).GetNormalized() > # The z-axis or normal of the frame, which is the normal to the plane > # of the three points. We just take the cross product of two vectors that > # lie in that plane. > z = (x % a).GetNormalized() > # The y axis or binormal of the frame, we just build it with the two > # other axis. > y = (x % z).GetNormalized() > # The finished matrix/frame. It is important to set the offset to the > # zero vector and not p, since each tangent pair lives in its own tangent > # space relative to their vertex. > frame = c4d.Matrix(c4d.Vector(), x, y, z) > > # We are technically finished here, but we could do some more, as we > # will have to determine the length of each tangent. We could just set > # these to a fraction of the vectors a, b, but this will give us odd > # results when theta, the angle between a and b is getting smaller and > # smaller. Instead we will project both a and b onto x and return the > # lengths of those two projections as the normalized length for the > # respective tangent. > origin = c4d.Vector() > tlength_left = project_on_line(a, origin, x).GetLength() > tlength_right = project_on_line(b, origin, x).GetLength() > > # Return the length of the left and right tangent and the frame. > return tlength_left, tlength_right, frame > > > def align_tangents(node, i, rel_scale_left=.5, rel_scale_right=.5): > """Aligns the tangents of a spline at a given index. > > Calculates the frame for the given vertex and sets its tangents for a > smooth interpolation in respect to its two neighbors. Will also force > the spline into bezier mode. > > Note: > This currently cannot handle the first and last vertex. It is trivial > to implement this, but things would have gotten more bloated, so I > kept short and (slightly) flawed. > > Args: > node (c4d.SplineObject): The spline. > i (int): The index of the vertex to align the tangents for. Has to > satisfy "0 < i < vertex_count - 1". > rel_scale_left (float, optional): The relative scale of the left > tangent. Defaults to 50%. > rel_scale_right (float, optional): The relative scale of the right > tangent. Defaults to 50%. > > Raises: > TypeError: When 'node' is not a SplineObject. > ValueError: When 'i' is out of bounds. > """ > if not isinstance(node, c4d.SplineObject): > raise TypeError("Expected SplineObject as input.") > > points = node.GetAllPoints() > # Out of bounds condition for the spline vertex indices. > if i < 1 or len(points) < i + 1: > raise ValueError("Index out of bounds.") > > # The three consecutive spline vertices that form the plane. p is > # the mid vertex for which we want to set the tangents and q and r > # are the vertices previous and next to it. > q, p, r = points[i-1:i+2] > # The normalized length of the tangents and the frame. > tlength_left, tlength_right, frame = construct_vertex_frame(p, q, r) > > # Constructing the tangents: > tangent_left = c4d.Vector(-tlength_left * rel_scale_left, 0, 0) * frame > tangent_right = c4d.Vector(tlength_right * rel_scale_right, 0, 0) * frame > > # Update the spline. > if node[c4d.SPLINEOBJECT_TYPE] is not c4d.SPLINETYPE_BEZIER: > node[c4d.SPLINEOBJECT_TYPE] = c4d.SPLINETYPE_BEZIER > node.SetTangent(i, tangent_left, tangent_right) > node.Message(c4d.MSG_UPDATE) > > # For visualization purposes we insert the frame of our vertex as a > # null object. SHOULD BE COMMENTED OUT. > null = c4d.BaseList2D(c4d.Onull) > null.SetMg(frame) > null.SetName("frame_for_vertex_" + str(i)) > doc.InsertObject(null) > > # Push the changes to Cinema. > c4d.EventAdd() > > > def main(): > """Entry point. > """ > # ALign the tangents of the second vertex of the selected spline object. > if op: > align_tangents(op, 1) > > > if __name__ == "__main__": > main() This was extremely helpful, thank you very much. My 3d geometry / Calc III is pretty rusty and seeing this really helped.
  • Catching when an ID collision occurs

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    Thanks, this is exactly what I needed!
  • Render to PV / Video Post plugin

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    WickedPW
    @PluginStudent Thanks , progress bar sorted. For anyone reading, cast the vpBuffer into a Bitmap and use SetData(). Re GetDDescription(), I hard code my descriptions, but the function is never called. Any ideas? WP.
  • Get all neighboring points (including not connected by edge). Fast.

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    ManuelM
    hi, from time to time i'm saying thanks to @zipit , but for sure he's contributing a lot to the community. there's not too much to say more that what have been said. Brut force is the only option without using external python librairies. You can always use an external library if you want to use a kd-tree structure to be faster. Using cpp would be a better solution if you really want to do it fast. We have in our API a kd-tree as show in this kd-stree manual. You can see on github a full example on how to use it And here are some code of me playing with different way of sampling a kd-tree using parallel method and also using voxelization to get the closest polygon. //---------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------- /// GetClosestPolygon using voxelization //---------------------------------------------------------------------------------------- static maxon::Result<void> GETCLOSEST_POLY(BaseDocument* doc) { iferr_scope; if (doc == nullptr) return maxon::IllegalArgumentError(MAXON_SOURCE_LOCATION); // ------- Create a mesh with one poly const maxon::Int32 polyCnt{ 500 }; PolygonObject *mesh = PolygonObject::Alloc(polyCnt * 4, polyCnt ); if (mesh == nullptr) return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION); maxon::LinearCongruentialRandom<maxon::Float32> random; CPolygon *polyAdrW = mesh->GetPolygonW(); Vector* padrW = mesh->GetPointW(); const Float polySize{ 10 }; for (maxon::Int i = 0; i < polyCnt; i++) { CPolygon poly; maxon::Vector pointA(i * polySize, 0, 0); maxon::Vector pointB(i * polySize, 0, polySize); maxon::Vector pointC(i * polySize + polySize, 0, polySize); maxon::Vector pointD(i * polySize + polySize, 0, 0); const maxon::Int pointIndice = i * 4; padrW[pointIndice] = pointA; padrW[pointIndice + 1] = pointB; padrW[pointIndice + 2] = pointC; padrW[pointIndice + 3] = pointD; poly.a = pointIndice; poly.b = pointIndice + 1; poly.c = pointIndice + 2; poly.d = pointIndice + 3; polyAdrW[i] = poly; } doc->InsertObject(mesh, nullptr, nullptr); maxon::DistanceQueryRef distanceQueryRef = maxon::DistanceCalculator().Create() iferr_return; distanceQueryRef.Init(mesh, true) iferr_return; maxon::PrimitiveInformation result; const maxon::Int samplePointCnt = polyCnt; //---------------------------------------------------------------------------------------- /// sample using standard loop maxon::TimeValue start = maxon::TimeValue(maxon::TimeValue::NOW); for (maxon::Int i = 0; i < samplePointCnt; ++i) { const maxon::Vector pos{ i * polySize + polySize * 0.5, 0, 0 }; distanceQueryRef.GetClosestMeshPrimitive(pos, result); if (result.type == maxon::PRIMITIVETYPE::POLYGON) ApplicationOutput("pos @, polyIndex @ ", pos, result.GetRealPolyIndex()); else ApplicationOutput("not a polygon"); } ApplicationOutput("time to sample the points @ with MP", start.Stop()); //---------------------------------------------------------------------------------------- /// sample using parallelFor start = maxon::TimeValue(maxon::TimeValue::NOW); maxon::BaseArray< maxon::PrimitiveInformation> resultArray; resultArray.Resize(samplePointCnt) iferr_return; maxon::ParallelFor::Dynamic(0, samplePointCnt, [&resultArray, &polySize, &distanceQueryRef](maxon::Int i) { maxon::PrimitiveInformation result; const maxon::Vector pos{ i * polySize + polySize * 0.5, 0, 0 }; distanceQueryRef.GetClosestMeshPrimitive(pos, result); if (result.type == maxon::PRIMITIVETYPE::POLYGON) ApplicationOutput("pos @, polyIndex @ ", pos, result.GetRealPolyIndex()); else ApplicationOutput("not a polygon"); resultArray[i] = result; } ); ApplicationOutput("time to sample the points @ with MP", start.Stop()); for (auto& value : resultArray) { if (value.type == maxon::PRIMITIVETYPE::POLYGON) ApplicationOutput("polyIndex @ ", value.GetRealPolyIndex()); else ApplicationOutput("not a polygon"); } return maxon::OK; } //---------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------- /// Sample a KD tree with multi thread //---------------------------------------------------------------------------------------- class SampleTreeJob : public maxon::JobInterfaceTemplate<SampleTreeJob, maxon::Int> { public: SampleTreeJob() { }; MAXON_IMPLICIT SampleTreeJob(maxon::KDTree* kdtree, const maxon::Vector& samplePoint) { _kdtree = kdtree; _samplePoint = samplePoint; } // function operator with the actual workload maxon::Result<void> operator ()() { maxon::Int nearestIndex = _kdtree->FindNearest(maxon::JobRef::GetCurrentWorkerThreadIndex(), _samplePoint, nullptr); // store result return SetResult(std::move(nearestIndex)); } private: maxon::KDTree* _kdtree; maxon::Vector _samplePoint; }; static maxon::Result <maxon::BaseArray<maxon::Vector>> CreateArrayOfPoints() { iferr_scope; const maxon::Int pointCnt = 1000000; maxon::BaseArray<maxon::Vector> points; points.EnsureCapacity(pointCnt) iferr_return; maxon::LinearCongruentialRandom<maxon::Float32> random; for (maxon::Int i = 0; i < pointCnt; ++i) { maxon::Vector pos(maxon::DONT_INITIALIZE); pos.x = random.Get01() * 100000.0; pos.y = random.Get01() * 100000.0; pos.z = random.Get01() * 100000.0; points.Append(pos) iferr_return; } return points; } static maxon::Result<maxon::BaseArray<maxon::Vector>> CreateSamplePoints() { iferr_scope; // sample points const maxon::Int samplePointCnt = 10000; maxon::BaseArray<maxon::Vector> samplePoints; samplePoints.EnsureCapacity(samplePointCnt) iferr_return; for (maxon::Int i = 0; i < samplePointCnt; ++i) { const maxon::Vector pos{ i* 10.0 }; samplePoints.Append(pos) iferr_return; } return samplePoints; } static maxon::Result<void> KDTREE_MP(BaseDocument* doc) { iferr_scope; maxon::BaseArray<maxon::Vector> points = CreateArrayOfPoints() iferr_return; maxon::BaseArray<maxon::Vector> samplePoints = CreateSamplePoints() iferr_return; const maxon::Int samplePointCnt = samplePoints.GetCount(); const maxon::Int pointCnt = points.GetCount(); maxon::KDTree tree; tree.Init(maxon::JobRef::GetCurrentThreadCount()) iferr_return; // insert points for (maxon::Int i = 0; i < pointCnt; ++i) { tree.Insert(points[i], i) iferr_return; } // balance tree tree.Balance(); //---------------------------------------------------------------------------------------- /// sample using classic loop maxon::TimeValue start{ maxon::TimeValue::NOW }; for (const maxon::Vector& samplePoint : samplePoints) { // find nearest point const maxon::Int nearestIndex = tree.FindNearest(0, samplePoint, nullptr); } ApplicationOutput("time to sample the points @ ", start.Stop()); //---------------------------------------------------------------------------------------- /// sample using parallelFor start = maxon::TimeValue(maxon::TimeValue::NOW); maxon::ParallelFor::Dynamic(0, samplePointCnt, [&samplePoints, &tree](maxon::Int i) { const maxon::Vector samplePoint = samplePoints[i]; const maxon::Int nearestIndex = tree.FindNearest(maxon::JobRef::GetCurrentWorkerThreadIndex(), samplePoint, nullptr); } ); ApplicationOutput("time to sample the points @ with MP", start.Stop()); //---------------------------------------------------------------------------------------- /// Sample using job // create group start = maxon::TimeValue(maxon::TimeValue::NOW); maxon::JobGroupRef group = maxon::JobGroupRef::Create() iferr_return; for (auto i = 0 ; i < samplePointCnt; i++) { // create and add job const maxon::Vector samplePoint = samplePoints[i]; auto job = SampleTreeJob::Create(&tree, samplePoint) iferr_return; group.Add(job) iferr_return; } // enqueue jobs and wait group.Enqueue(); group.Wait(); ApplicationOutput("time to sample the points @ with jobs", start.Stop()); //---------------------------------------------------------------------------------------- /// sample using classic loop again start = maxon::TimeValue(maxon::TimeValue::NOW); for (const maxon::Vector& samplePoint : samplePoints) { // find nearest point const maxon::Int nearestIndex = tree.FindNearest(0, samplePoint, nullptr); } ApplicationOutput("time to sample the points @ second time to see if caches are envolved", start.Stop()); return maxon::OK; } Cheers, Manuel
  • XRef : Alembic pop-up suppression ?

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    N
    OK, I will use the support forum. Yes, using "Add XRef..." still result in seeing the Alembic Settings pop up every time I open the file.
  • Keyboard Input during startup

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    ManuelM
    hi, without any further feedback i'll set this thread as solved tomorrow cheers, Manuel
  • How to run Python script at moment scene is opened?

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    ManuelM
    hi, i'll set that thread to solved tomorrow without further feedback Cheers, Manuel
  • Message when leaving an Edit Text

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    @m_adam Great idea! I'll use a Timer Thanks Maxime!
  • Single Tag in its own folder in the right click menu

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    ManuelM
    hi, I opened a bug entry. Cheers, Manuel
  • Setting Strength Values of the Pose Morph Target?

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    B
    @PluginStudent @m_magalhaes Thanks for the reference link and sample code. It works as expected. Thanks also for the giving different methods in setting the strength. Provides more flexibility.
  • How to create a layer Reflection (Legacy) ?

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    KantroninK
    I found the solution to my problem, on the internet, with code samples: https://www.c4dcafe.com/ipb/forums/topic/101805-materials-and-shaders-with-python/
  • Using Console Variable in the Script Manager?

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    @m_magalhaes Thanks for the confirmation. Although what zipit provided also works for my use case (i.e. defining the variable from Document B but using that same variable in Document A) @zipit Thanks for the code. It works as expected
  • Python Render Token - no frame number?

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    CairynC
    @m_adam Thanks for the confirmation! (I swear I'm not doing this on purpose...)
  • Generating Splines from JSON Data

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    Hi @wuzelwazel, I think @zipit already did a great job and answers your questions, Another point that may be important for you is to turn off the interpolation of the SplineObject via splineObject[c4d.SPLINEOBJECT_INTERPOLATION] = c4d.SPLINEOBJECT_INTERPOLATION_NONE. But except that I don't more to optimize on the C4D side. Cheers, Maxime.
  • Creating Xpresso Python Node Inputs

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    @m_adam That's a great solution, thank you!