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    Acccessing Inexclude Data

    PYTHON Development
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    • H
      Helper
      last edited by

      On 12/03/2013 at 03:39, xxxxxxxx wrote:

      and just for the record, when overwriting methods inherited from c4d api classes the naming
      of the parameters does not make any difference, only the order matters, because c4d does not
      call the methods with their keywords. you could overwrite message also this way.

      def Message(self, a, b, c) :

      a(node) would be the the instance derived from gelistdnode of your plugin, a baseobject for
      example. b(type) would be an integer and c(data) would be a basecontainer/pyobject.

      python is pretty unique when it comes to method parameters. you could define message also 
      this way.

      def Message(self, *args) :
      def Message(self, *kwargs) :

      both versions accept any amount of  parameters, the first one is non keyworded, the second 
      one is keyworded.

      myclass.message((a)) # for *args
      myclass.message((a,b)) # for *args
      myclass.message((a,b,c)) # for *args
      ...
      myclass.message({'node': a, 'type': b, 'data':c}) # for *kwargs
      ...

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      • H
        Helper
        last edited by

        On 12/03/2013 at 03:47, xxxxxxxx wrote:

        Originally posted by xxxxxxxx

         
          def printInEx(self, node) :  
              myPluginNode = c4d.GeListNode.GetDocument(node)  
              print myPluginNode[c4d.LAYER_ONE_INEX]  
        

        That gives me the error:
        AttributeError: 'module' object has no attribute 'LAYER_ONE_INEX'

        myPluginNode is a basedocument, the basedocument the instance of the gelistnode
        attached to your pluginclass is attached to. therefore trying to read your inex list does 
        not make much sense, because the inex list is a member of your your plugin instance, 
        not of the document.

        def printInEx(self, node) :
        	if isinstance(node, c4d.GeListNode) :  
              	doc = node.GetDocument()  
              	print node[c4d.LAYER_ONE_INEX]  
        
        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          On 12/03/2013 at 05:03, xxxxxxxx wrote:

          It works so far, except that it still doesn't find LAYER_ONE_INEX.

          my code ATM:

            
            def printInEx(self, node) :  
                if isinstance(node, c4d.GeListNode) :  
                    doc = node.GetDocument()  
                print node[c4d.LAYER_ONE_INEX]   
          

          Error:
          Traceback (most recent call last) :
          File "'MLR.pyp'", line 62, in Message
          File "'MLR.pyp'", line 22, in printInEx
          NameError: global name 'LAYER_ONE_INEX' is not defined

          If i change

            
            
                print node[c4d.LAYER_ONE_INEX]   
          

          to

            
            
                print doc[c4d.LAYER_ONE_INEX]   
          

          i get the error:
          Traceback (most recent call last) :
          File "'MLR.pyp'", line 62, in Message
          File "'MLR.pyp'", line 22, in printInEx
          AttributeError: 'module' object has no attribute 'LAYER_ONE_INEX'

          Do i have to specifically include stuff from Omlr.res / .h? I find it hard to believe that it can be this hard to get that inexclude data - I feel like i'm doing something fundamentaly wrong.

          EDIT:

          I just noticed that

            
            
                print doc[c4d.LAYER_ONE_INEX]   
          

          Doesn't make much sense, because i don't need the document for that, sorry bout that ;/

          Thanks

          Aurel

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            On 12/03/2013 at 05:14, xxxxxxxx wrote:

            have you initialized your attribute ? most customedatatypes have to be initialized, otherwise
            they won't work.

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            • H
              Helper
              last edited by

              On 12/03/2013 at 05:26, xxxxxxxx wrote:

              I GOT IT!!

              It's just that I, being a beginner and all, thought that it's supposed to be

              node[c4d.the name from the .h file]

              but it's actualy

              node[c4d.the ID associated with the name from the .h file]

              so i first had to define LAYER_ONE_INEX = 10002 in the .pyp file XD

              Sorry to bother you with such basic problems and THANK you a lot 😉

              Aurel

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                On 12/03/2013 at 05:30, xxxxxxxx wrote:

                Originally posted by xxxxxxxx

                I GOT IT!!

                It's just that I, being a beginner and all, thought that it's supposed to be

                node[c4d.the name from the .h file]

                but it's actualy

                node[c4d.the ID associated with the name from the .h file]

                so i first had to define LAYER_ONE_INEX = 10002 in the .pyp file XD

                Sorry to bother you with such basic problems and THANK you a lot 😉

                Aurel

                you have to init your attribute as i wrote. read c4d.plugins.NodeData.Init()
                and c4d.plugins.NodeData.InitAttr() you do not have to define the ID in your 
                py file again.

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                • H
                  Helper
                  last edited by

                  On 12/03/2013 at 05:45, xxxxxxxx wrote:

                  Allright, i will do that! btw. As an obviously pretty expirienced plugin creator, what's in your oppinion the best way of becoming better and understanding the general concept behind cinema? because i would have never thought of looking in those places:

                  c4d.plugins.NodeData.Init() and c4d.plugins.NodeData.InitAttr()

                  And i most of the time find the plugins more confusing than helping ;(

                  Thanks

                  Aurel

                  1 Reply Last reply Reply Quote 0
                  • H
                    Helper
                    last edited by

                    On 12/03/2013 at 07:55, xxxxxxxx wrote:

                    i don't think there is any easy way to learn the c4d api, but it is easier than it might look
                    on the first glance. simply read the documenation. i started with scripts and added stuff
                    as i needed it. you should know and understand the basic principles of oo-programming,
                    when you to start writing plugins for c4d (polymorphism and so on).

                    those are the most important classes/modules in the python api. >> means read also any 
                    class which inherits from this class.

                    c4d.Matrix
                    c4d.Vector
                    c4d.BaseTime
                    c4d.BaseContainer
                    c4d.C4dAtom (>>)
                    c4d.documents.BaseDocument
                    c4d.plugins.BaseData (>>)
                    c4d.utils

                    when you know these you have pretty much the basic tools to write plugins.

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      On 12/03/2013 at 16:46, xxxxxxxx wrote:

                      Here's some utility functions and examples how I deal with an In/Ex list in an ObjectData plugin and button presses and UI updates.  These are methods in that ObjectData derived class (i.e., my plug-in). Some is pseudo so don't literally try and use this.  More to see how another person approaches it.

                      #----------------------------------------------------------------- 
                          def __init__(self, node, op) :
                              
                              node.InitAttr(op, c4d.InExcludeData, [c4d.YOUR_INEX_HERE])

                      #-----------------------------------------------------------------

                      CALLED WHENEVER A BUTTON IS PRESSED

                      def HandleButton(self, id, op) :
                              """Make an if statement to do something depending on DescID"""
                              #SAMPLE: if id['id'][0].id == 2008: self.__dropdowngrey = False
                              #if id['id'][0].id == c4d.NAMELISTBUTTON: self.__NAMEPRINTFUNCTION(op)
                              
                      #-----------------------------------------------------------------

                      CALLED WHENEVER AN ATTRIBUTE CHANGES

                      def UpdateChange(self, op) :
                              """Any time a user changes an attribute this gets called"""
                              print 'someone changed a user doodad'

                      #-----------------------------------------------------------------

                      RECEIVE MESSAGES FROM C4D

                      def Message(self, op, type, data) :

                      #Check for button press to call HandleButton function
                              if type == c4d.MSG_DESCRIPTION_COMMAND: self.HandleButton(data, op)
                           
                              #Check for any attribute changes to call UpdateChange function  
                              if type == c4d.MSG_DESCRIPTION_CHECKUPDATE: self.UpdateChange(op)
                              
                              return True

                      #-------------------

                      def \__NAMEPRINTFUNCTION(self, op) :
                      	list = op[c4d.YOUR_INEX_HERE]
                      	for i in xrange(list.GetObjectCount()) :
                      		#get the object, then get the name and print it
                      
                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

                        On 13/03/2013 at 00:27, xxxxxxxx wrote:

                        Originally posted by xxxxxxxx

                        def Message(self, *args) :
                        def Message(self, *kwargs) :

                        both versions accept any amount of  parameters, the first one is non keyworded, the second 
                        one is keyworded.

                        myclass.message((a)) # for *args
                        myclass.message((a,b)) # for *args
                        myclass.message((a,b,c)) # for *args
                        ...
                        myclass.message({'node': a, 'type': b, 'data':c}) # for *kwargs
                        ...

                        For the completeness: This is not correct. kwargs is short for "keyword arguments" and using them
                        in an "arguments" context is a bit confusing.

                        def func(*args, **kwargs) :
                            pass
                        

                        To pass arguments for *args and **kwargs, you can pass them like any other arguments. You
                        wouldn't need the *args and **kwargs arguments in the examples you've mentioned.

                        def func_1(args, kwargs) :
                            print args
                            print kwargs
                          
                        def func_2(*args, **kwargs) :
                            print args
                            print kwargs
                          
                        func_1((3, 4, 5), {'node': op, 'data': data})
                        func_2(3, 4, 5, node=op, data=data)
                          
                        args = (3, 4, 5)
                        kwargs = {'node': op, 'data': data}
                          
                        func_1(args, kwargs)
                        func_2(*args, **kwargs)
                        

                        All four function-calls will print the exactly same output here.

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                        • H
                          Helper
                          last edited by

                          On 13/03/2013 at 01:21, xxxxxxxx wrote:

                          Thank you all!

                          My plugin is coming along very well all in all and it's quite a lot thanks to you guys 😉 i will study your approach, Chris Smith, on how to deal with InExclude and improve my own accordingly.

                          Much appreciated

                          Aurel

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