Basic plugin creation
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On 13/02/2013 at 07:13, xxxxxxxx wrote:
You can remove the 3 lines after class Starter(c4d.plugins.CommandData) :.
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On 13/02/2013 at 07:36, xxxxxxxx wrote:
Ohoh I should stop for today
In this older version without an if I had to keep them both though:class Starter(c4d.plugins.CommandData) : true_v = True # doc = c4d.documents.GetActiveDocument() # obj = doc.GetActiveObject() # rnd = random.random() print obj def Execute(self, doc) : obj = doc.GetActiveObject() rnd = random.random() obj.SetAbsPos(c4d.Vector((rnd*100), 0, 0)) c4d.EventAdd() return self.true_v
Anyway, thanks for the patience
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On 13/02/2013 at 07:42, xxxxxxxx wrote:
Just out of curiousity: Why do you use the true_v variable, when it is never assigned another
value but True?This should work fine as well:
class Starter(c4d.plugins.CommandData) : def Execute(self, doc) : obj = doc.GetActiveObject() if not obj: print "Nothing" return True rnd = random.random() obj.SetAbsPos(c4d.Vector((rnd*100), 0, 0)) c4d.EventAdd() return True
-N
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On 13/02/2013 at 08:15, xxxxxxxx wrote:
Google the word "scope". This will tell you why you had to have the same code in two different places.
-ScottA
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On 13/02/2013 at 08:51, xxxxxxxx wrote:
is was not so much a scope problem, more a time of execution problem. obj should
have been always None for his first example, unless he started the c4d with an saved
document which already contained a selection. doc would also have been always the
startup document. or what do you mean with scope in that case ?there are also some special methods in python which are defined by a double underline
pre- and postfix. you should take a look into them. __init__ can be used in a way you
would normally use a class constructor. it helps to make visually more clear which
variables are visible for all members of the class and that alle values defined here are
tied to the time of instantiation (which would be for a plugin class the start of c4d).http://docs.python.org/2/reference/datamodel.html#object.__init__
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On 13/02/2013 at 23:53, xxxxxxxx wrote:
Thanks everybody, I still struggle understanding classes, I got why not to put variables before the class, and thanks for pointing out returning True instead of a senseless variable. Although I´m sure I tried that
Now I tried to make use of __init__ but doesn´t matter what, it doesn´t work:
For the understanding, when the class is called, __init__ assigns variables within this class?
I read up about it but still...
So what I did wrong here? Error message in red... Or is it complete nonsense?class Starter(c4d.plugins.CommandData) : def __init__ (self) : self.doc_a = c4d.documents.GetActiveDocument() self.obj = doc_a.GetActiveObject() self.rnd = random.random() def Execute(self, doc) : if not obj: print ("Nothing Selected") return True obj.SetAbsPos(c4d.Vector((rnd*100), 0, 0)) c4d.EventAdd() return True # NameError: global name 'doc_a' is not defined
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On 14/02/2013 at 00:21, xxxxxxxx wrote:
Hi Schnups,
I'm wondering where you are reading about classes, it obviously is teaching you wrong. In Python,
you can assign any variable to your own class, not necessarily in the __init__() method which is
only called when the instance has just been created. But when you assign the instance the
variable, you also have to read it from it.class Foo(object) : def __init__(self, abc) : self.abc = abc def get_abc(self) : return self.abc def get_other(self) : return self.other f = Foo("hello schnupsi") # creates a new instance and calls __init__() on it print f.abc # Prints "hello schnupsi" print f.get_abc() # Prints "hello schnupsi" print f.get_other() # This will NOT WORK, `f` does not have an attribute `other` f.other = "other text" print f.other # Prints "other text" print f.get_other() # Prints "other text"
You should really lay down the book you're currently reading at take a look at the official Python
tutorial, which is imho the best place to start programming with Python.See: http://docs.python.org/2.6/tutorial/index.html
PS: I still don't understand why you want to use the document that is active at the time
an instance of your CommandData subclass is created, which is at registration-time. The document
you obtain might either not be valid at the time Execute() is called (which is when you click on your
plugin in Cinema's GUI) or simply not be the active document anymore.-Niklas
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On 14/02/2013 at 01:17, xxxxxxxx wrote:
"hello schnupsi"
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On 14/02/2013 at 01:35, xxxxxxxx wrote:
Uups, had your name wrong in mind while writing that.
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On 14/02/2013 at 01:47, xxxxxxxx wrote:
Ahh, thanks Niklasi that helped...
I didn´t want to get the variables at creation time. I thought before, the class is somehow created while executing...
So, if I´ve got it right: The class, as everything before and after, is being "executed" while plugin loading up. Putting a function, variable etc. here, you want to execute by using the plugin doesn´t make sense.
Only the execute triggers its defined code, but I can also use other pre-defined functions in here too, right?I guess the jump from little user scripts to the interface plugins I plan is a bit high.
The Python Tutorial is on my scope now first... -
On 14/02/2013 at 04:07, xxxxxxxx wrote:
Originally posted by xxxxxxxx
class Starter(c4d.plugins.CommandData) : def __init__ (self) : self.doc_a = c4d.documents.GetActiveDocument() #you refer to the variable of the class, so you have to reference "self." self.obj = self.doc_a.GetActiveObject() self.rnd = random.random() def Execute(self, doc) : if not obj: print ("Nothing Selected") return True obj.SetAbsPos(c4d.Vector((rnd*100), 0, 0)) c4d.EventAdd() return True # NameError: global name 'doc_a' is not defined
What you wrote refers to a variable doc_a which is known for all funtcions, since you haven't declared that it comes from some owner, but such a variable doesn't exist. That's what the error message says "No global variable of that name"
Greetings
Nachtmahr -
On 16/02/2013 at 02:44, xxxxxxxx wrote:
Ok, roger that
Is it possible give a plugin a background behaviour in a similar way the Script Log works?
Not in a list, just that it writes the string of the last command called to a variable, (like the entries which also shows up in the Script Log entry)?If it´s very complicated don´t worry...
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On 16/02/2013 at 03:36, xxxxxxxx wrote:
Unfortunately there is not (yet, from Python).
-N
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On 16/02/2013 at 04:04, xxxxxxxx wrote:
What a pity, I wanted to do a "Repeat last Command" plugin, like Max and Maya have. Which would check with a list of chosen c4d commands to repeat them easily.
Well, another question for future plugins:
It is possible to update a plugin-gui spinner, which for instance changes a position, in realtime, without the need of an apply button? Not in an object or tag plugin.
Don´t need to know how, just if...Thanks for being such a big helper around here Niklas
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On 16/02/2013 at 07:49, xxxxxxxx wrote:
what do you mean with Not in an object or tag plugin ? a dialog or a shader/tool ?
for dialogs, use the command/coremessage method to write/read data from/into
your dialog.for descriptions it is allso possible, but actually not the way things are
intended to be done. the message/getdenabling methods could be here a suiteable
place to implement such behaviour. for certain behaviours you would have to write a
message helper plugin to notify your plugins when they have to update themself. -
On 16/02/2013 at 08:50, xxxxxxxx wrote:
A bit confusing written, sorry. I meant the python tag or generator with user data by not in a tag....
What Im planning once my skill is good enough, is to do a much improved coordinate manager, which first of all, has an auto update, so you see the changes while adjusting.
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On 16/02/2013 at 08:57, xxxxxxxx wrote:
So, you'll want to make a dialog. This is perfectly possible: once a value is changed by the user, you will be
notified about this change and can react on it.-N
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On 16/02/2013 at 09:03, xxxxxxxx wrote:
ps: this feature is already implemented in c4d. the coords tab of an object node works that
way. -
On 16/02/2013 at 09:12, xxxxxxxx wrote:
Thank you, that keeps my motivation up
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On 16/02/2013 at 09:13, xxxxxxxx wrote:
Originally posted by xxxxxxxx
ps: this feature is already implemented in c4d. the coords tab of an object node works that
way.Yeah, but just working on objects, not all the modes...