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    Objectdata plugin is not refreshed / updated

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

      On 26/04/2013 at 10:23, xxxxxxxx wrote:

      Ok, I changed it, but no success.

          okyn = plugins.RegisterObjectPlugin(id=PLUGIN_ID, str="SweepObj",
                                      g=SweepObj,
                                      description="SweepObj", icon=icon,
                                      info=c4d.OBJECT_GENERATOR | c4d.OBJECT_INPUT)
      
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      • H Offline
        Helper
        last edited by

        On 26/04/2013 at 11:07, xxxxxxxx wrote:

        Using a link, it works!
        Thanks.

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        • H Offline
          Helper
          last edited by

          On 26/04/2013 at 13:24, xxxxxxxx wrote:

          i am not sure why the flag is not working. please note, that it was only a guess, it is 
          not guaranteed that the flag is meant to add that special cache rebuilding behaviour.

          alternatively you could follow just the NodeData.Message() approach., if you want to 
          maintain the c4d workflow. simply store a reference to the path object in your class
          and each time Message() receives a change msgid, test if self.reference is node.GetDown()
          and flag your node dirty depending on the result.

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          • H Offline
            Helper
            last edited by

            On 26/04/2013 at 13:56, xxxxxxxx wrote:

            Thanks for all your help and I understand it was only a guess.

            I have to think and of course try out, your other option, the NodeData.message approach.

            I have read some other posts about other simular issues
            I now better understand and it might be an option, something ScottA posted:
            What about triggering a hidden UserData field in your code to update it instead?
            https://developers.maxon.net/forum/topic/6070/6249_getcontour-refresh-or-uncache-how&PID=26194#26194

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            • H Offline
              Helper
              last edited by

              On 26/04/2013 at 14:04, xxxxxxxx wrote:

              Originally posted by xxxxxxxx

              alternatively you could follow just the NodeData.Message() approach., if you want to 
              maintain the c4d workflow. simply store a reference to the path object in your class
              and each time Message() receives a change msgid, test if self.reference is node.GetDown()
              and flag your node dirty depending on the result.

              You mean:
              Listen to NodeData.Message( self , node , type , data )
              if self.reference = child object (node.getdown())
                  set dirty plugin node

              Not quite sure about it, but I''ll give it a try.

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              • H Offline
                Helper
                last edited by

                On 26/04/2013 at 14:18, xxxxxxxx wrote:

                i think you mean == instead = and i am not sure about the rest of the line, but despite that
                i actually meant the is keyword.

                def __init__(self) :
                    self.reference = None
                  
                def Message(self, node, type, data) :
                    if node.getdown() is not self.reference:
                        self.reference = node.GetDown()
                        node.SetDirty(0)
                

                practically you could check first if the msg id is the change msg and only then execute the rest.
                you would also have to check the case where the object is the same, but the bc has changed.
                for a parametric spline for example which is animated.

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                • H Offline
                  Helper
                  last edited by

                  On 26/04/2013 at 14:48, xxxxxxxx wrote:

                  It is working and more simple then we thought.
                  All I did was remove the following lines:

                  def __init__(self) :
                          self.SetOptimizeCache(True)

                  The downside is that Render Active View is not working anymore!
                  More testing to do.

                    
                  import os
                  import math
                  import sys
                  import c4d
                    
                  from c4d import plugins, utils, bitmaps, gui
                    
                  PLUGIN_ID = 10252501
                    
                  class SweepObj(plugins.ObjectData) :
                   
                      def GetVirtualObjects(self, op, hierarchyhelp) :
                          # Disabled the following lines because cache flag was set
                          # So the cache build is done before this method is called
                          #dirty = op.CheckCache(hierarchyhelp) or op.IsDirty(c4d.DIRTY_DATA)
                          #if dirty is False: return op.GetCache(hierarchyhelp)
                    
                          #Get the child / parent object (to use as the sweep spline)
                          #Use GetClone so we aren't working on the object itself
                          
                          source = op.GetDown()               
                          if (source is None) : return None
                          source = op.GetDown().GetClone()         
                          
                          #Create a Circle Primitive to act as the sweep profile
                          circle = c4d.BaseObject(c4d.Osplinecircle) 
                          #Set the radius
                          circle[c4d.PRIM_CIRCLE_RADIUS] = 10.0   
                          #Create a new SweepNURBS
                          sweep = c4d.BaseObject(c4d.Osweep)
                    
                          #Insert the source sweep spline under the SweepNURBS
                          source.InsertUnder(sweep)
                          #Insert the circle profile spline under the SweepNURBS
                          circle.InsertUnder(sweep)
                    
                          sweep.Message (c4d.MSG_UPDATE)    #update sweep in viewport  
                          c4d.EventAdd()
                    
                          #Return the SweepNURBS
                          return sweep
                    
                  if __name__ == "__main__":
                    
                      pluginstr = "SweepObj TEST v01"
                      dir, file = os.path.split(__file__)
                      icon = bitmaps.BaseBitmap()
                      icon.InitWith(os.path.join(dir, "res", "sweepobj.tif"))
                      okyn = plugins.RegisterObjectPlugin(id=PLUGIN_ID, str="SweepObj",
                                                  g=SweepObj,
                                                  description="SweepObj", icon=icon,
                                                  info=c4d.OBJECT_GENERATOR | c4d.OBJECT_INPUT)
                      if (okyn) : 
                          print pluginstr + " initialized."
                      else: print "Error initializing " + pluginstr
                  
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                  • H Offline
                    Helper
                    last edited by

                    On 26/04/2013 at 14:55, xxxxxxxx wrote:

                    because you have disabled caching with that 😉 if another node is polling your node the node
                    will always recalculate its output instead of returning its cache when the underlying data
                    has not changed.

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                    • H Offline
                      Helper
                      last edited by

                      On 26/04/2013 at 15:06, xxxxxxxx wrote:

                      Yes, the manual tells us:
                      The method GetVirtualObjects() is called on each frame and if you don't want to calculate the object on each frame again and again you can still return the cache object with the following code:

                      I tried your option, but without any testing.
                      That did not solve it. Is 0 the correct flag value  to set?
                      How and when is SetDirty used by Cinema 4d?

                      def Message(self, node, type, data) :
                      
                          node.SetDirty(0)
                      
                          return True
                      
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                      • H Offline
                        Helper
                        last edited by

                        On 26/04/2013 at 15:57, xxxxxxxx wrote:

                        hi,

                        i didn't actually test my posted code and assumed that a node is notified each time 
                        one of its children changes, however that is not the case (at least not always, 
                        messages tend to be confusing ). long story short here is a working version, i have 
                        actually tested this time 😉 it returns a Null when the object has no child and then 
                        alternating a sphere or cube each time the cache is rebuild.

                        the cache is rebuild when either the direct child changes or the direct child is dirty.

                        import c4d, os, sys
                        from c4d import bitmaps, documents, gui, modules,  plugins
                          
                        class fhOdataTestData(plugins.ObjectData) :
                            def __init__(self) :
                                self.reference = None
                                self.toggle    = False
                          
                            def GetVirtualObjects(self, node, hierarchyhelp) :
                                if node.GetDown() != self.reference:
                                    self.reference = node.GetDown()
                                    node.SetDirty(c4d.DIRTY_DATA)
                                elif node.GetDown() and node.GetDown().IsDirty(c4d.DIRTY_DATA) :
                                    node.SetDirty(c4d.DIRTY_DATA)
                          
                                if not (node.CheckCache(hierarchyhelp) or node.IsDirty(c4d.DIRTY_DATA)) :
                                    return node.GetCache(hierarchyhelp)
                          
                                if self.reference:
                                    if self.toggle:
                                        res = c4d.BaseObject(c4d.Ocube)
                                    else:
                                        res = c4d.BaseObject(c4d.Osphere)
                                    self.toggle = not self.toggle
                                    return res
                                else:
                                    return None
                          
                        if __name__ == "__main__":
                            path, file = os.path.split(__file__)
                            bmp = bitmaps.BaseBitmap()
                            bmp.InitWith(os.path.join(path, "res", "fhOdataTest.tif"))
                            plugins.RegisterObjectPlugin(id          = 1029736, 
                                                         str         = "odatatest",
                                                         g           = fhOdataTestData,
                                                         description = "odatatest", 
                                                         icon        = bmp,
                                                         info        = c4d.OBJECT_GENERATOR)
                        
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                        • H Offline
                          Helper
                          last edited by

                          On 27/04/2013 at 02:22, xxxxxxxx wrote:

                          Briljant, thank you very much!
                          It works as hoped.

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