Open Texture using CallButton
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On 04/06/2013 at 06:04, xxxxxxxx wrote:
I want to open a texture in my scene.
Looking at the interface, you click Open Texture and then a standard file dialog opens and you can select a file. I want to do this 'automatically'. I already have the filename.
I can simulate OpenTexture using CallCommand or CallButton, but I do not know the ID's for the different dialog fields (to simulate) : "File Name" and "Open".
Are the ID''s part of a OpenTexture DLG or the standard file dialog. If so, which Tool to use for the CallButton?So something like this
OpenTexture_ID=170001 # Open Texture...
OpenTexture=c4d.plugins.FindPlugin(OpenTexture_ID, c4d.PLUGINTYPE_ANY)c4d.CallButton(OpenTexture,set filename)
c4d.CallButton(OpenTexture,Open)
Here the complete code of what I''m trying to do.import c4d, os from c4d import bitmaps, gui, plugins, utils ### Open Texture ### PLUGIN_ID = 14500219 #TestID only!!!!!!!!!!!! GROUPBUTTON = 1030 MY_OPENBUTTON = GROUPBUTTON + 1 def OpenTexture() : texturename = "studio003.hdr" #c4d.CallCommand(170001) # Open Texture... OpenTexture_ID=170001 OpenTexture=c4d.plugins.FindPlugin(OpenTexture_ID, c4d.PLUGINTYPE_ANY) print "OpenTexture tool: ", OpenTexture #c4d.CallButton(OpenTexture,c4d.IDS_RM_M_OPENFILE) #FilesTool_ID=465001626 #FilesTool=c4d.plugins.FindPlugin(FilesTool_ID, c4d.PLUGINTYPE_ANY) #print "FilesTool: ", FilesTool #c4d.CallButton(FilesTool,c4d.IDS_RM_M_OPENFILE) return True class MyDialog(gui.GeDialog) : def CreateLayout(self) : self.SetTitle("Open Texture.") self.AddButton(MY_OPENBUTTON, flags=c4d.BFH_LEFT, initw=150, name="Open Texture") return True def Command(self, id, msg) : if (id == MY_OPENBUTTON) : OpenTexture() return True return True class MyOpenTexture(plugins.CommandData) : dialog = None def Execute(self, doc) : if self.dialog is None: self.dialog = MyDialog() return self.dialog.Open(dlgtype=c4d.DLG_TYPE_ASYNC, pluginid=PLUGIN_ID, defaultw=200, defaulth=200) def RestoreLayout(self, sec_ref) : if self.dialog is None: self.dialog = MyDialog() return self.dialog.Restore(pluginid=PLUGIN_ID, secret=sec_ref) if __name__ == "__main__": pluginstr = "Open Texture v01" bmp = bitmaps.BaseBitmap() dir, f = os.path.split(__file__) fn = os.path.join(dir, "res/icons", "IconChar.tif") bmp.InitWith(fn) plugins.RegisterCommandPlugin(id=PLUGIN_ID, str=pluginstr, info=0, help=pluginstr, dat=MyOpenTexture(), icon=bmp)
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On 04/06/2013 at 06:17, xxxxxxxx wrote:
I am not sure what you want to do. Do you want to pass a path to the os load file dialog
to be used as the starting folder ? Doesn't the filename gadget do that when writing the
path into its textbox by default ?
If not, you have to build your own filename gadget out of a textbox and a button. The raise
a open file dialog with the button. storage.LoadDialog() supports a default path. -
On 04/06/2013 at 06:41, xxxxxxxx wrote:
What I want to do is to open a texture using the Open Texture command.
But I do not know how to do that is Python.
Using the CallCommand is not enough, because after the CallCommand a file dialog opens where I have to fill in the filename and click the Open Button.How should I do all of this in Python.
I hope his explains what I want
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On 04/06/2013 at 06:53, xxxxxxxx wrote:
Ah ok, your first posting actually explained it just fine, I should have red more carefully but I
got confused by the wall of textCallCommand() does obviously support no additional parameters. You have to to use one
of the SendCommand methods if you want to specify a parameter. Check :c4d.modules.bodypaint.SendPainterCommand
()edit : I haven't used the method yet, but i guess the flag PAINTER_LOADTEXTURE will
do, what you are looking for. -
On 05/06/2013 at 01:53, xxxxxxxx wrote:
Sorry, no success. This is what I tried:
def OpenTexture() : texturename = "studio003.hdr" doc = c4d.documents.GetActiveDocument() c4d.modules.bodypaint.SendPainterCommand(c4d.PAINTER_LOADTEXTURE, doc=doc, tex=texturename) return True
This gave the error:
TypeError: argument 3 must be c4d.modules.bodypaint.PaintTexture, not strNext attempt
settings = c4d.BaseContainer() settings.SetString(c4d.LOADTEXTURE_FILENAME, texturename) doc = c4d.documents.GetActiveDocument() c4d.modules.bodypaint.SendPainterCommand(c4d.PAINTER_LOADTEXTURE, doc=None, tex=None, bc=settings)
Now c4d crashes
Next attempt:
settings = c4d.BaseContainer() settings.SetString(c4d.LOADTEXTURE_FILENAME, texturename) painttext = c4d.modules.bodypaint.PaintTexture() doc = c4d.documents.GetActiveDocument() c4d.modules.bodypaint.SendPainterCommand(c4d.PAINTER_LOADTEXTURE, doc=doc, tex=painttext, bc=settings)
This gave the error:
This type cannot be instantiated -
On 05/06/2013 at 02:58, xxxxxxxx wrote:
try first one with an absolute path again, it should work, or you have found a bug.
make sure you escape your path string correctly (we had that one often in the last
time, so no offense ). -
On 05/06/2013 at 03:25, xxxxxxxx wrote:
Originally posted by xxxxxxxx
try first one with an absolute path again, it should work, or you have found a bug.
I changed the filename to: texturename = r"D:\studio003.hdr"
Sorry, I do not think that having a relative path is the issues.
C4d does not complain that it can''t find the texture.
I changed it to an absolute path, but still the same issues:1) TypeError: argument 3 must be c4d.modules.bodypaint.PaintTexture, not str
2) crash, because tex = None?
3) This type cannot be instantiatedSo, if I can instantiate it correctly, it might work.
Could you please tell me how to instantiate a PaintTexture?
Regards, Pim
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On 05/06/2013 at 04:32, xxxxxxxx wrote:
Hm, took a look at it, your second version in the first posting seems to be technically correct,
and the crashing is definitely a sign for a bug. For instantiating the PaintTexture - you can't -
it is not implemented. You might have some luck with other Bodypaint bitmap class types and
then weasel your way somehow back, but the parent/ super class PaintBitmap is abstract
which meas we are not meant to instantiate it at all.I guess you can just hope that a maxon employee explains how module was intended, the
whole thing seems rather buggy, but I might be wrong. -
On 05/06/2013 at 04:38, xxxxxxxx wrote:
Ok, thanks for all the support and effort.
I guess I have to find another way or hopefully, like you say, Yannick can ask the programmers.
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On 05/06/2013 at 08:45, xxxxxxxx wrote:
The wrapped Python version of SendPainterCommand() is bugged.
You can see this old thread for the C++ API that shows how to use PAINTER_LOADTEXTURE command.
It works fine in C++ but crahes in Python.
Also the documentation isn't accurate because it tells to pass the texture to tex parameter while PAINTER_LOADTEXTURE command returns the PaintTexture if the call was successful.I'll report this issue.
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On 06/06/2013 at 00:26, xxxxxxxx wrote:
Originally posted by xxxxxxxx
The wrapped Python version of SendPainterCommand() is bugged.
You can see this old thread for the C++ API that shows how to use PAINTER_LOADTEXTURE command.
It works fine in C++ but crahes in Python.
Also the documentation isn't accurate because it tells to pass the texture to tex parameter while PAINTER_LOADTEXTURE command returns the PaintTexture if the call was successful.I'll report this issue.
Ok, thanks for the information.
Of course the next question is: when will it be solved.In the mean time, is it difficult to call C++ modules from Python?
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On 24/06/2013 at 10:37, xxxxxxxx wrote:
Pim,
I tried IM'ing you back but your messages inbox is full. So I hope you see this reply.The answer to your question is yes. The images in the BP texture window are actually layers.
A more accurate name for the texture window would be the "Texture Layer Window".
The working C++ version for this is here:https://developers.maxon.net/forum/topic/7242/8316_selecting-images-in-thetexture-view-windowI took a look at converting it to Python. But that would require the following:
-Loading the image file as a PaintTexture object
-Saving that as a new layer
-Selecting that layer so it shows in the texture windowThere's no documentation on creating PaintTexture objects. So I got stuck right away with the conversion. But Yannick also mentioned that the wrapper itself has bugs in it. So this might not be possible in Python yet.
-ScottA
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On 24/06/2013 at 12:38, xxxxxxxx wrote:
Hi ScottA,
Yes, the inbox is limited to 5 messages. So indeed full.
Thanks for the clear reply.
More and more I am considering switching over to C++.Regards, Pim