• how to get active viewport effect open/close state

    s22 python
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    chuanzhenC
    @ferdinand Thanks for your help!
  • Node port Vector2 value is not recognized by Python

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    C
    Thank you for the answer Manuel
  • How can I add a menu to .res file for muti-language support?

    s26 python windows
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    DunhouD
    @ferdinand Thaks for all of that explains . With your detailed and friendly explains , A new habbitor like me can code within Cinema 4D as well . Thanks for that !
  • embed interface

    python sdk
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    M
    @ferdinand thanks a lot, best wishes!
  • How to add tex to legacy materials specular maps?

    python s26
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    DunhouD
    @ferdinand It seems more complicate and detailed doc in C++ document than python. I will be helpful to move on. Thanks to that
  • 0 Votes
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    ferdinandF
    Hello @kng_ito, I agree that it is odd, or as you nicely put it, unkind. The problem is also that the meaning of segments in the context of a SplineObject (the data count of the Tsegment tag) and a LineObject (the data count of its Tline tag) is being mixed up. B(Cache).GetSegmentCount() = 2 <- A LineObject instance. B(Cache).GetTags() = [ <c4d.VariableTag object called with ID 5712 ... <- The Tline tag. <c4d.VariableTag object called with ID 5680 ... <c4d.SegmentTag object called with ID 5672 ... <- The Tsegment tag for the host. <c4d.PointTag object called with ID 5600 ... ] The problem of this design is that LineObject.GetSegmentCount returns the segment count in the sense of its host object, the SplineObject, as the number of disjunct curve sections in the spline (segment tag). The segments in the sense of a LineObject, the number of line segments the hosting spline object has been quantized into in the LineObject (line tag), is only indirectly accessible over getting the Tline tag of that object. Which in turn might confuse users why they cannot get a specific segment as you wanted to. But this design was apparently intentional and aims at minimizing the number of tags in the traverseable scene-graph (things inside caches are out of sight so to speak and not a problem). It is therefore unlikely that we will change this. The best I can do for now, is adding a note to LineObject.GetSegmentCount and SplineObject.GetSegmentCount which hints at the problem. Cheers, Ferdinand
  • instance objects onto points with arbitrary attributes (python)

    python
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    T
    Hi Ferdinand. Thank you for the thorough response. Apologies for the ambiguity on my part. For a test project I wanted to fetch star coordinates (for ~100K–1M+ stars) and their brightness values. Then instance Redshift spheres onto them with a material where the brightness of each point is piped into the material's emission. This was a test project to get started with python. I also wanted to see if c4d has a way of working with points and attributes. I don't think the real-world (galaxy?) data is available, but ideally each star would also have a radius, which would drive the sphere scales/sizes. I'm familiar with cloner/effector/field setups, but I was looking for a programatic approach. I don't know how to pass specific values to each point (brightness in this case) and then to clones with effectors/fields.
  • Look At Camera Tag and text orientation

    python
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    Z
    @ferdinand Thanks, that is exactly correct - in fact I did not need to make the orthonormal vector, all one needs do is set the objects Y-axis equal to the camera, and get the x-axis by cross product . I think I correctly handle the pathological situation after looking at the limiting cases. The modified function is below. Randy EPSILON = 1E-5 # The floating point precision we are going to assume, i.e., 0.00001 # This is based on the python Look at Camera example # https://github.com/PluginCafe/cinema4d_py_sdk_extended/tree/master/plugins/py-look_at_camera_r13 def GetLookAtTransform(host: c4d.Matrix, target: c4d.Matrix, reverseZ=True) -> c4d.Matrix: """Returns a transform which orients its z/k/v3 component from #host to #target. """ # Get the position of both transforms. p: c4d.Vector = host.off q: c4d.Vector = target.off # The normalized offset vector between 'host' (object to be reoriented) and 'target' (the camera) # will become the z-axis of the modified frame for the object . # # If reverseZ = True, the new z-axis is points from camera toward object, if False the reverse # I turn reverseZ on by default, as my initial application is to text splines, which are meant to be # viewed looking down the object z-axis. # In the original implementation # (https://github.com/PluginCafe/cinema4d_py_sdk_extended/tree/master/plugins/py-look_at_camera_r13 ) # the modified y-axisis computed using the global y-axis, and this does not consistently # keep the text upright in the view of the camera. Instead, simply take the object y-axis same as camera y. # # In the pathological case of new object z-axis parallel to camera y : # If reverseZ : set object z = camera y , object y = -camera Z # else : set object z = -camera y, object y = -camera z # if reverseZ : z: c4d.Vector = ~(p - q) if 1. - abs(z * target.v2) > EPSILON : y = target.v2 else : z = target.v2 y = -target.v3 else : z: c4d.Vector = ~(q - p) if 1. - abs(z * target.v2) > EPSILON : y = target.v2 else : z = -target.v2 y = -target.v3 # get x using cross product x: c4d.Vector = ~(y % z) # Return the frame (x, y, z) plus the offset of #host as the look-at transform. return c4d.Matrix(off=p, v1=x, v2=y, v3=z)
  • something problem with using TreeViewCustomGui

    python sdk
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    M
    @ferdinand thank you very much,it had been solved According to your method,have a good day!
  • AdditionalCompileOptions in xcode

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    U
    Hi Manuel, Actually I couldn't find a clean answer.. The only way I found was to set some files into ../frameworks/settings/... Best,
  • Filename Gui how get empty folder path

    python s26
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    chuanzhenC
    @ferdinand Thanks. I create Filename Gui in CreateLayout it work,this is code: bc = c4d.BaseContainer() bc.SetBool(c4d.FILENAME_DIRECTORY,True) self.AddCustomGui(1012, c4d.CUSTOMGUI_FILENAME,"",c4d.BFH_SCALEFIT, 50, 20, bc)
  • Display points

    python
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    ferdinandF
    Hello @merkvilson, thank you for reaching out to us. It would have been helpful to indicate what you would consider older and the latest version of Cinema 4D in this context, but I assume your problem is caused by you using a pre-S22 TagData plugin which implements TagData.Draw in a S22+ version. With S22, the flag TAG_IMPLEMENTS_DRAW_FUNCTION has been added to c4d.plugins.RegisterTagPlugin. You must pass it, when you want the method to be called. I would also point out that ptList = op.GetCache().GetAllPoints() is rather risky, as is assumes op to always have a cache which is a point object. Objects can have no caches and caches can contain other things than point objects. You should be a bit more defensive here, even if you intend to only use the plugin 'in this one scenario where this will work'. Cheers, Ferdinand
  • DirectSample doc

    Moved python
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    a_blockA
    Thanks, Ferdinand
  • 0 Votes
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    ferdinandF
    Hey @everyone, Yes, the Script Log can be quite handy, especially in cases like these where no symbols do exist. But one should also keep in mind that integer identifiers can sometimes change, and we do not publish such information then. It is therefore best to use the symbols when they exist, as doing so will avoid that problem. Cheers, Ferdinand
  • SetTime() and document updating

    python r21
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    ManuelM
    @brucek5 said in SetTime() and document updating: It sounds like 'op' is similar to 'this' in c# op is a pre-defined variable. Using a tag to script your python, op point to the tag itself. But using the visual selector, op will point to the object in the link and could be None. You can have a look at our manuals page where you will find Python Scripting Nodes that will give information about pre-defined variables for each node where you can use python. Cheers, Manuel
  • Voronoi Fracture Glitch

    c++ r23 sdk
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    ferdinandF
    Dear Community, this bug has been fixed with S26.1, the glitches in the Attribute Manger should not appear anymore. Cheers, Ferdinand
  • Get port id of xpresso node

    python s24
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    kbarK
    Was just searching for something related and came across this post and thought I would also point out my site that also displays all the data from the resource files. https://plugins4d.com/Description/Nodes Here is the page for GVSpline: https://plugins4d.com/Description/Node?containerName=GVspline It is similar to the documentation now supplied in the official maxon docs.
  • BaseObject.SetModelingAxis(self, m) Not Working

    python sdk
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    ManuelM
    Hi, We do not provide "on demande" script. We are here to share the knowledge and help you to find the information you need, but you must learn how to code and learn how some principales works. I provided you a thread where Ferdinand is explaining how it works to move an object to another position. We have a new example in our github repository that will help you to understand how it is done. In your case, there is no function that is doing that. You must move the object's axis at the position (0, 0, 0) and move the points at the place they were. It is a two steps operation. Cheers, Manuel
  • Right-mouse click on dialog tab

    c++
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    ferdinandF
    Hey, You can set answer and mark as solved. If I have any follow-up questions I'll pop back in. Thanks for the reply! I was wondering about dividing by the count as well. But not sure if that would work for tabs where there are different widths? Right, I admittedly did not think of that, but what you could do is measure the width of each tab string with GeClipMap:: or GeUserArea::GetTextWidth and then normalize these values. After that you can apply that to the tab widths you want to calculate. As pseudo-code: GetItemDim(ID_MY_TABGADGET, ..., gadgetWidth) averageTabWidth = gadgetWidth / tabCount titleWidths = (clipmap.GetTextWidth(s) for s in tabTitles) maxTitleWidth = max(titleWidths) normalizedTitleWidths = (t / maxTitleWidth for t in titleWidths) absoluteTabWidths = (averageTabWidth * ntw for ntw in normalizedTitleWidths) This would not be pixel-perfect and way hackier than at least I would be comfortable with. But if you are stubborn enough, you can make everything work Cheers, Ferdinand
  • Gimbal Lock Safe Target Expression

    python
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    ferdinandF
    Hello @indexofrefraction, Is this correct / covers all cases to get the targets position in local space? There is no "correct" way. The way I showed you is a/the common approach to construct a frame from a vector. A vector in R³ (opposed to a tuple of rotation values which might be stored in a type called Vector) only defines two out of the three degrees of freedom of a rotation in R³. When you construct a frame manually, you can define that third degree of freedom with the up vector (or just right away construct the frame out of two meaningful vectors which are already orthogonal to each other). VectorToHPB() makes this decision for you, as it, quote, '[will always set] the bank [...] to 0.0' because a vector does not store three angles but two. I personally would never go over the Euler angles, as this seems unnecessarily complicated, but this is a question of personal preference and not right or wrong. Is this correct / covers all cases to get the targets position in local space? (~(op.GetUpMg() * op.GetFrozenMln())) * target.GetMg().off [- op->GetRelPos();] What @s_bach did there was specific to that example which operates on Euler angles. I cannot explain all the math here, but in general, the position of an object B relative to an object A, i.e, the local offset of B within the coordinate system of A is just the delta of both offsets transformed by the coordinate system of A. A: c4d.BaseObject B: c4d.BaseObject mgA: c4d.Matrix = A.GetMg() mgB: c4d.Matrix = B.GetMg() # This is the location of B in relation to A in world coordinates. delta: c4d.Vector = mgB.off - mgA.off # The same point but in the coordinate system of A. If B were parented to A, it would have # this offset. offBLocalToA: c4d.Vector = mgA * delta I again would have personally done some things differently in the loot-at example, but the solution is just as good as others. what is m = utils.MatrixMove(op.GetAbsPos()) * utils.HPBToMatrix(op.GetAbsRot()) * utils.MatrixScale(op.GetAbsScale()) in this context? (ps. GetAbsScale misses the brackets in the docs) Please read the docs, I cannot explain here transforms from scratch again. Thanks for the hint for the missing parenthesis, I will fix that in an upcoming release. As a tip: Do not fixate too much on frozen transforms in our API, you can ignore them more or less, the relevant methods are GetMg and GetMl. and... is this the real code of the Target Tag ? I am not quite sure how you mean that? You mean if the LookAtCamera::Execute example is identical to what the ::Execute of Ttargetexpression does internally? No really, the expression ~(op.GetUpMg() * op.GetFrozenMln()) pops up there, but Ttargetexpression also constructs the frame manually with the cross product, but there are more steps involved than in my simple example. But again, there is no real right or wrong here, you can do things differently if you want to. And before the question comes up, no, we unfortunately cannot share the code of the target expression. I would also point out again our Forum Rules, especially regarding the scope of support and the rules of conduct. We cannot teach you the math and you must implement your things yourself. Cheers, Ferdinand PS: If you want to explore what the frozen transform means (it is mostly smoke and mirrors for the API perspective, unless you want to specifically deconstruct a transform), I would recommend adding a Python tag to objects, adding this code, and then play around with the freeze transform feature. import c4d op: c4d.BaseTag def main() -> None: """ """ def PrettyMatrixString(m: c4d.Matrix): """_summary_ """ s: str = f"{m.__class__.__name__}(" l: int = len(s) for i, v in enumerate((m.off, m.v1, m.v2, m.v3)): s += f"{' ' * (l if i != 0 else 0)}({round(v.x, 3):>8}, {round(v.y, 3):>8}, {round(v.z, 3):>8}\n" return s[:-1] + ")" node: c4d.BaseObject = op.GetMain() if not isinstance(node, c4d.BaseObject): # Should technically never happen return for line in ( f"GetMg():\n{PrettyMatrixString(node.GetMg())}", f"GetMl():\n{PrettyMatrixString(node.GetMl())}", f"GetFrozenMln():\n{PrettyMatrixString(node.GetFrozenMln())}"): print (line) [image: 1657105682679-09c7c8b7-63d3-4020-8ef3-2881ff262003-image-resized.png]