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    plugin tag works just for 1 object

    Scheduled Pinned Locked Moved PYTHON Development
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 07/11/2012 at 07:02, xxxxxxxx wrote:

      Hi Jops,

      first of all, please see this thread for why you should follow the naming-conventions of Cinema 4D
      symbols (you're missing prefixes for TIMELINEONOFF and CAMONOFF).

      Second, are you sure that is really the content of your Execute() method?

      visible = 1
      

      This should make if visible == 0: evalute to False always.

      Next, why are you not using one of the constants defined in the Cinema 4D module? (MODE_ON,
      MODE_OFF, MODE_UNDEF)

      Last but not least, there is a method for setting the visibility of an object, called SetEditorMode()
      or SetRenderMode().

      Cheers,
      Niklas

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 07/11/2012 at 08:04, xxxxxxxx wrote:

        Hi Niklas,

        thanks once again for your response.

        I know, that my code looks awfull.
        My progress in learning python must look rediculous but that happens If you just have 1 Day max per month. never the less I want to realize my ideas. And I do. It takes a while, it looks awfull, it sticks to no conventions. but (as the projects are smal) they work. thats not beautifull but I cant do better (at least for now)

        I have no idea of constants already defined by cinema just not jet learned. I still have problems of understanding classes, initialistaion and the rest of this objectbased stuff.

        I now use the method, as you said (was it wrong the way I did it (it wasnt object oriented right?))

        for the naming conventions... I will have a look at them, thats a good thing.

        my execute is just a shortend version (as mentioned) and therefore doesn't make much sense

        again sorry for that code (not bad willing, just disabillity) but I wrote it. it took me quite some time, and it works with the exeption of what I explained and that I cant solve. and unfortunately havent seen a answer to it in your post 😞

        and to disgust you even a bit more here is the whole code 🙂

        best regards
        Jops

          
        import c4d   
        import os   
        import sys   
        from c4d import gui, plugins, bitmaps   
          
        PLUGIN_ID = 1000010   
          
        frame = 0   
        TIMELINEONOFF = 1001   
        CAMONOFF = 1000   
        offset = (0.0,0.0,0.0)   
        zoom = 0,0   
          
          
        class fs_pa(plugins.TagData) :   
          
        # anfang_ layout inizialisieren        
                
            def Init(self, node) :   
                tag = node   
                data = tag.GetDataInstance()   
                     
                  # set camera dependent   
                priority=c4d.PriorityData()   
                priority.SetPriorityValue(c4d.PRIORITYVALUE_CAMERADEPENDENT,True)   
                node[c4d.EXPRESSION_PRIORITY]=priority   
                  
                  # put in values for the user data   
                data.SetBool(TIMELINEONOFF, True)   
                data.SetBool(CAMONOFF, True)   
                     
                return True   
          
        # Ende_ layout inizialisieren                  
          
          
          
          
          
          
          
            def Execute(self, tag, doc, op, bt, priority, flags) :   
                  global frame, offset, zoom   
                  data = tag.GetDataInstance()   
                  cframe = doc.GetTime().GetFrame(doc.GetFps())   
                  visible = 1   
                  draw = doc.GetActiveBaseDraw()   
                  cam = draw.GetSceneCamera(doc)   
                  coffset = cam.GetOffset()   
                  czoom = cam.GetFocus()   
          
          
                     
                     
                  print coffset   
                  print czoom   
                     
                  OnOffTimeline = data.GetBool(TIMELINEONOFF)   
                  OnOffCam = data.GetBool(CAMONOFF)             
                     
          
        # evaluate timeline   
                  if OnOffTimeline:   
                       if cframe != frame:   
                            visible = 0   
                            frame = cframe   
          
        # evaluate camera   
                  if OnOffCam:   
                       # movement   
                       if coffset != offset:   
                            visible = 0   
                            offset = coffset   
                       #zoom   
                       if czoom != zoom:   
                            visible = 0   
                            zoom = czoom                       
                               
                               
        # set visibility   
                  if visible == 0:   
                       op.SetEditorMode(c4d.MODE_OFF)   
          
                  else:   
                       op.SetEditorMode(c4d.MODE_UNDEF)   
          
                     
                  # ende hier den code rein                  
                  return c4d.EXECUTIONRESULT_OK   
          
                     
                     
                     
                     
                     
                     
                     
                     
                     
                     
                     
        if __name__ == "__main__":   
            bmp = bitmaps.BaseBitmap()   
            dir, file = os.path.split(__file__)   
            bitmapfile = os.path.join(dir, "res", "Icon.tif")   
            #print bitmapfile   
            result = bmp.InitWith(bitmapfile)   
            if not result:   
                print "Error loading bitmap!"   
               
            okyn = plugins.RegisterTagPlugin(id=PLUGIN_ID, str="FS_preview_acelerator", info=c4d.TAG_VISIBLE|c4d.TAG_EXPRESSION, g=fs_pa, description="fs_pa", icon=bmp)   
            print "fs_preview_accelerator initialized, v01: ", okyn   
          
          
          
        
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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 07/11/2012 at 08:13, xxxxxxxx wrote:

          Originally posted by xxxxxxxx

          (you're missing prefixes for TIMELINEONOFF and CAMONOFF).

          so they are suppoed to be named TTIMELINEONOFF and TCAMONOFF
          as they are used in a tag?

          best wishes
          Jops

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 07/11/2012 at 11:58, xxxxxxxx wrote:

            Hi Jops,
            _
            > >> I know, that my code looks awfull._
            Well, you're learning, as everyone here is. You'll write more clear code by time for sure.

            > >> I still have problems of understanding classes, initialistaion and the rest of this objectbased
            >>> stuff.

            I can really really recommend the official Python tutorial. It allows you to dive in very quickly. It
            is easy to understand and starts from bottom up. Once I was starting out with Python, I read it
            although I have been trying to write Python for about a month already (and had over a year
            experience with COFFEE). It helped me a lot understanding the mechanisms of Python and of
            OOP programming in general.

            _> >> I now use the method, as you said (was it wrong the way I did it (it wasnt object oriented
            >>> right?)) _
            Not necessarily because of that reason (it actually was kind of OOP, however), but it is

            1. easier to read
            2. I don't know about the internals of Py4D, but it could be possible that there is a reason
              the method was implemented (either just for convenience, or maybe it does some
              additional actions).

            > >> for the naming conventions... I will have a look at them, thats a good thing. _
            It's not just for making it easier to read (because you immediately know what the symbol
            belongs to), but also prevents naming collisions (as I stated in the thread linked above).
            _
            > >> my execute is just a shortend version (as mentioned)

            I must have missed that, sorry. 😉

            > >> and unfortunately havent seen a answer to it in your post 😞
            That is due to the fact that there was no direct answer in my post. 😛 I think the problem lies
            in the Execute() method, therefore it's a good thing that you have posted the complete code
            now. As I didn't read it was the "shortened" version, I was wondering if this is really the complete code.

            > >> so they are suppoed to be named TTIMELINEONOFF and TCAMONOFF
            No. Symbols in Cinema 4D are prefixed with what they belong to (also mentioned in the thread
            linked above). Like MSG_~, PRIM_~, COLOR_~, SPLINECONTROL_~. Therefore, it is recommended
            to prefix your symbols with PLUGINNAME_~. This avoids name-collisions and is easier (especially
            for others) when reading your code.
            Description-symbols are embedded into the c4d module (that's why names can collide). When your
            plugin is installed, you can do "print c4d.TIMELINEONOFF" for example, and it will yield 1001 in
            the console.

            Unfortunately I currently cannot see the issue directly from the code. Is it possible that
            you upload the complete plugin-folder (including resource files) somewhere? If you want, I can
            try to find the issue and correct your code.

            Just FYI, the way you store the information (frame, offset, zoom) is not OOP style. 😉

            Best,
            Niklas

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            • H Offline
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 08/11/2012 at 01:56, xxxxxxxx wrote:

              Hi Niklas,

              thanks a lot for this response. kind words and good information   

              thanks to your information I now understand the need of prefix naming for Symbols and corrected them in the code.

              I uploaded everything adn sent you the link via PM

              also best
              Jops

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              • H Offline
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 09/11/2012 at 01:43, xxxxxxxx wrote:

                Hi Jops,

                I've recieved the message, thank you.

                It's rather simple, but it didn't occurr to me earlier. As I already said, the
                way you store the frame, offset and zoom data is not OOP style. And that is
                actually why your plugin doesn't behave the way you want it.

                When tags are executed in Cinema 4D, they are invoked one after another. (Ok,
                sometimes even parallel, but not every tag at once!) When the tag on the first
                object is being executed, it does its stuff and checking, etc. AND (now comes
                the fatal thing) : It sets the global information of the last frame, offset and zoom.

                The problem here is the word global. When the first tag was executed,
                the frame, offset and zoom values are already updated, and therefore, all other
                tags will work on different data than the first tag.

                However, it's rather easy to solve. In general, it's considered
                bad style using globals in Python (and many other languages as well). They
                cannot be ommited sometimes, but their use can be reduced.

                You can imagine the current situation like the following : Every tag is a pupil
                in school, and they all have to do the same task.
                - What you are doing, is let them solve it on the chalkboard. And after the
                  first pupil has solved it, all other pupils don't have to do it anymore.
                - What a teacher should do, if all pupils must do the work on their own, is
                  to give each pupil their own sheet.

                Transferred to the world of OOP programming: Store the information in the
                Tag-instance instead of in the global scope.

                class TagPlugin(c4d.plugins.TagData) :  
                  
                  def __init__(self) :  
                      super(TagPlugin, self).__init__()  
                      self.last_frame = -1  
                      # etc..  
                  
                  def Execute(self, tag, doc, op, bt, priority, flags) :  
                      frame = doc.GetTime().GetFrame(doc.GetFps())  
                      if frame != self.last_frame:  
                          # ...  
                          self.last_frame = frame  
                  
                      # etc..
                

                Some other notable things:

                - visible = 1, Rather use a boolean, like visible = True
                - Rather use implicit boolean checking, like if not visible:
                - I personally prefer spaces rather than tabs. This way, you have more control
                  over the look of your code.
                - Class names are usually CamelCase. It's not a must, but widely accepted in
                  the community.
                - It's very unusual to write variable-names CamelCase with the first letter
                  being uppercase. CamelCase with starting with a lowercase letter (mostly found
                  in Java) or even underscore separated variable names (and all lowercase, the
                  more Pythonic way) are more conform.
                - As I already stated, you don't have to define your description symbols in the
                  plugin-file. They are embedded in the c4d module. You can
                  write data.GetBool(c4d.FSPA_TIMELINEONOFF).

                See the PEP8 for information about the Python style-guideline
                (which, again, is not a must, just a guideline).

                Best,
                Niklas

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                • H Offline
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 09/11/2012 at 02:04, xxxxxxxx wrote:

                  Hi Niklas,

                  wow fantastic response! thanks you.
                  it will take a while till I got my head around this all (and corrected it in the code 🙂

                  best regards
                  Jops

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                  • H Offline
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 09/11/2012 at 04:59, xxxxxxxx wrote:

                    Hi Niklas,

                    again thanks a lot. I managed to make all the corrections but
                    data.GetBool(c4d.FSPA_TIMELINEONOFF) doesnt work... I dont think that ists a big problem. i will just stick to the way I got it working 🙂

                    now I will integrate some more features and userdata.
                    I am quite hopefull that I can handle it from here. my plan is to make the plug public in the near future on my website.

                    never the less, if you want to have a look at the final code...I will send it to you.
                    I hope to get done today 🙂

                    best regards
                    Jops

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                    • H Offline
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 09/11/2012 at 05:27, xxxxxxxx wrote:

                      Hi Jops,

                      > >> data.GetBool(c4d.FSPA_TIMELINEONOFF) doesnt work... I dont think that ists a big problem
                      Sorry, forgot to tell you about it. 🙂 That may be due to the symbolcache Cinema 4D generates. If
                      you change your plugin resource, Cinema might not be able to detect this and the symbolcache
                      won't change. The symbols in this file are loaded and then embedded into the c4d module, instead
                      of parsing all resources once again (which would delay startup time). You can manually delete the
                      file from your plugin while developing, but make sure your plugin does not delete it when you have
                      released it.

                      The file is located at %appdata%/MAXON/Cinema 4D RXX/prefs. It is called coffeesymbolcache in
                      R12 and symbolcache in R13+.

                      Best,
                      Niklas

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                      • H Offline
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 12/11/2012 at 03:16, xxxxxxxx wrote:

                        Hi Niklas,

                        but then it seems to me that handling the way I do is more stable?
                        if I release a new version of the plugin I have to take care about the cache on every computer the former version was installed?

                        best regards
                        Jops

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                        • H Offline
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 12/11/2012 at 03:58, xxxxxxxx wrote:

                          Hi Niklas,

                          my plugin is not running on the renderfarm 😞
                          is there something I have to care about?

                          I uploaded the current version.

                          best regards
                          Jops

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                          • H Offline
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 12/11/2012 at 04:01, xxxxxxxx wrote:

                            ok maybe I have to explain something... that might be the root of the problem.

                            I have to find out If the scene is rendered in the picturefiewer or in the editorview. therefor I check:

                            if doc == documents.GetActiveDocument() :

                            this works fine for the picturemanager and the editor view but maybe not for the renderfarm.

                            the plugin is installes on every client.

                            best regards
                            Jops

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                            • H Offline
                              Helper
                              last edited by

                              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                              On 12/11/2012 at 07:42, xxxxxxxx wrote:

                              You should get the correct doc with:
                              doc = mytag.GetObject().GetDocument()

                              Cheers
                              Lennart

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                              • H Offline
                                Helper
                                last edited by

                                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                On 15/11/2012 at 05:44, xxxxxxxx wrote:

                                Thanks lennart,

                                that was by the way something I was looking for, as GetOrigin doesnt work for a plugin 🙂

                                but:

                                I actually was looking for a possibility to find out if the szene is rendered in the pictureviewer, the renderfarm or the editorview.
                                this little function works good for the editor and pictureviewer, but not for the netrender (unfortunately 😞

                                  
                                          def is_render() :   
                                               # find out if rendered in Pictureviewer   
                                               if doc == documents.GetActiveDocument() :   
                                                    return True   
                                               else:   
                                                    return False   
                                

                                best regards
                                Jops

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                                • H Offline
                                  Helper
                                  last edited by

                                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                  On 15/11/2012 at 06:18, xxxxxxxx wrote:

                                  ok one step further:

                                  this code works for pictureviewer and batchrender but not for netrender 😞

                                    
                                            def is_render() :   
                                                 # find out if rendered in Pictureviewer, batchrender and net   
                                                 if c4d.documents.GetBatchRender().IsRendering() : # finds out if batchrender   
                                                      return False   
                                                 if doc == documents.GetActiveDocument() : # finds out if pictureviewer   
                                                      return True   
                                                 else:   
                                                      return False   
                                  

                                  so maybe someone knows how I can find out If the scene is rendering with netrender?

                                  thanks a lot
                                  Jops

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                                  • H Offline
                                    Helper
                                    last edited by

                                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                    On 15/11/2012 at 08:12, xxxxxxxx wrote:

                                    Have you tried to call c4d.CheckIsRunning(c4d.CHECKISRUNNING_EDITORRENDERING) and c4d.CheckIsRunning(c4d.CHECKISRUNNING_EXTERNALRENDERING)?

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                                    • H Offline
                                      Helper
                                      last edited by

                                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                      On 16/11/2012 at 01:29, xxxxxxxx wrote:

                                      Hi Yannick,

                                      thanks again. unfortunately I didnt find it in the SDK searching for render and rendering 😞

                                      but now you told be 🙂 thanks

                                      c4d.CheckIsRunning(c4d.CHECKISRUNNING_EDITORRENDERING)
                                      not working ... but I dont need it anyway

                                      c4d.CheckIsRunning(c4d.CHECKISRUNNING_EXTERNALRENDERING)
                                      working for pictureviewer and netrender but not for batchrender

                                      so to include batchrender the function looks loke this:

                                        
                                                def is_rendering() :   
                                                     if c4d.CheckIsRunning(c4d.CHECKISRUNNING_EXTERNALRENDERING) or c4d.documents.GetBatchRender().IsRendering() :   
                                                          return True   
                                                     else:   
                                                          return False   
                                      

                                      it seems to work. great!

                                      thank you all for the help
                                      Jops

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                                      • H Offline
                                        Helper
                                        last edited by

                                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                        On 17/11/2012 at 03:22, xxxxxxxx wrote:

                                        again... thanks a lot to all that helped me.

                                        I published the Plugin Fs_preview_accelerator on my website.
                                        http://www.webarts.net (english button is in the upper right corner.

                                        best regards
                                        Jops

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