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    Scaling 2d planes to their texture..

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

      On 25/09/2014 at 07:51, xxxxxxxx wrote:

      at the end!

      There are several places where your bitmap can be fund, according to the state of your document (saved or not)or your choice while loading the picture(make a copy or not).
      This script should work in any case.
      Let me know if not.
      cheers
      Martin

        
      import c4d,os  
      from c4d import gui,bitmaps,storage  
      from c4d.modules.render import  InitRenderStruct  
        
        
        
      def main() :  
          
        if op==None:return  
        #not a plane primitive  
        if op.GetType()!=5168:return  
          
          
        doc = c4d.documents.GetActiveDocument()  
        
        if op.GetTag(c4d.Ttexture)== None:  
            dialog=gui.MessageDialog("Please assign a material to the object",c4d.GEMB_OK)  
            if dialog== 1:  
                return  
        else:  
            TexTag=op.GetTag(c4d.Ttexture)     
               
        Mat= TexTag.GetMaterial()  
        Shader=Mat[c4d.MATERIAL_COLOR_SHADER]  
        if Shader.GetType() != c4d.Xbitmap:  
            dialog=gui.MessageDialog("Please insert a picture",c4d.GEMB_OK)  
            if dialog== 1:  
                return  
              
        bitmapPath = Shader[c4d.BITMAPSHADER_FILENAME]  
          
        #if bitmapPath is´nt absolute  
        if not os.path.dirname(bitmapPath) :  
            #the document has´nt been saved already ->picture in user library  
            if not doc.GetDocumentPath() :  
                abspath= c4d.storage.GeGetStartupWritePath()+"/"+"tex"+"/"+bitmapPath  
            #the picture should be inside the asset´s texture folder      
            else:  
                abspath= doc.GetDocumentPath()+"/"+"tex"+"/"+bitmapPath  
                  
        else:  
            abspath = bitmapPath  
              
        print abspath   
             
        bmp = bitmaps.BaseBitmap()      
        if bmp.InitWith(abspath)[0]== c4d.IMAGERESULT_OK:  
            if bmp != None:  
                bmpsize     = bmp.GetSize()  
                  
                op[c4d.PRIM_PLANE_WIDTH]=bmpsize[0]  
                op[c4d.PRIM_PLANE_HEIGHT]=bmpsize[1]  
                  
                 
                op.Message(c4d.MSG_UPDATE)  
                #render the Bitmap if you like  
                #bitmaps.ShowBitmap(bmp)  
          
        c4d.EventAdd()   
        
      
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      • H Offline
        Helper
        last edited by

        On 25/09/2014 at 17:31, xxxxxxxx wrote:

        Thanks for sticking in here with me.

        No joy. Maybe i'm doing something wrong. I dropped this code in a python tag on a plane object with a texture attached. Should that have worked?!

        Am i doing something wrong?

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        • H Offline
          Helper
          last edited by

          On 25/09/2014 at 17:46, xxxxxxxx wrote:

          Yes, if you use a Python tag, than op is the Python tag and not the assigned object.
          You have to use obj= op.GetObject() instead.
          Have fun!
          Martin

          like:

            
          import c4d,os  
          from c4d import gui,bitmaps,storage  
            
            
            
            
          def main() :  
            obj= op.GetObject()  
            print obj  
            if obj==None:return  
            #not a plane primitive  
            if obj.GetType()!=5168:return  
              
              
            doc = c4d.documents.GetActiveDocument()  
            
            if obj.GetTag(c4d.Ttexture)== None:  
                dialog=gui.MessageDialog("Please assign a material to the object",c4d.GEMB_OK)  
                if dialog== 1:  
                    return  
            else:  
                TexTag=obj.GetTag(c4d.Ttexture)     
                   
            Mat= TexTag.GetMaterial()  
            Shader=Mat[c4d.MATERIAL_COLOR_SHADER]  
            print Shader  
            if Shader.GetType() != c4d.Xbitmap:  
                dialog=gui.MessageDialog("Please insert a picture",c4d.GEMB_OK)  
                if dialog== 1:  
                    return  
                  
            bitmapPath = Shader[c4d.BITMAPSHADER_FILENAME]  
              
            #if bitmapPath is´nt absolute  
            if not os.path.dirname(bitmapPath) :  
                #the document has´nt been saved already ->picture in user library  
                if not doc.GetDocumentPath() :  
                    abspath= c4d.storage.GeGetStartupWritePath()+"/"+"tex"+"/"+bitmapPath  
                #the picture should be inside the asset´s texture folder      
                else:  
                    abspath= doc.GetDocumentPath()+"/"+"tex"+"/"+bitmapPath  
                      
            else:  
                abspath = bitmapPath  
                  
            print abspath   
                 
            bmp = bitmaps.BaseBitmap()      
            if bmp.InitWith(abspath)[0]== c4d.IMAGERESULT_OK:  
                if bmp != None:  
                    bmpsize     = bmp.GetSize()  
                      
                    obj[c4d.PRIM_PLANE_WIDTH]=bmpsize[0]  
                    obj[c4d.PRIM_PLANE_HEIGHT]=bmpsize[1]  
                      
                     
                    obj.Message(c4d.MSG_UPDATE)  
                    #render the Bitmap if you like  
                    #bitmaps.ShowBitmap(bmp)  
            
              
          if __name__=='__main__':  
            main()  
          

          p.s.
          Don´t use EventAdd() than;)

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          • H Offline
            Helper
            last edited by

            On 28/09/2014 at 09:51, xxxxxxxx wrote:

            I can't get this working, i'm going to try again tonight!?

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            • H Offline
              Helper
              last edited by

              On 28/09/2014 at 10:54, xxxxxxxx wrote:

              Hi,

              be sure to use a plane primitive!!

              At the beginning of the script we exclude any other objects even a converted plane.

              like

                  #not a plane primitive  
                if obj.GetType()!=5168:return
              

              because at the end of the script we want to assign the bitmap size to the primitiv values.

                          obj[c4d.PRIM_PLANE_WIDTH]=bmpsize[0]  
                        obj[c4d.PRIM_PLANE_HEIGHT]=bmpsize[1]
              

              If this doesn´t work, post a scene file.

              cheers
              Martin

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              • H Offline
                Helper
                last edited by

                On 28/09/2014 at 16:34, xxxxxxxx wrote:

                I've tried a couple of ways of applying the code but i can't get it working!?

                I have been using a plane and i have tired many ways of applying the texture, still no joy.

                http://www.doghouseanimations.com/resizing test code 3.zip

                thanks again for your help..

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                • H Offline
                  Helper
                  last edited by

                  On 28/09/2014 at 16:39, xxxxxxxx wrote:

                  sorry here is the hyperlink..

                  http://www.doghouseanimations.com/resizing test code 3.zip

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                  • H Offline
                    Helper
                    last edited by

                    On 28/09/2014 at 17:35, xxxxxxxx wrote:

                    ok,

                    you did not use a regular project structure.
                    The Bitmap is only inside the project folder, but not in a separate "tex" folder like cinema4d usually set it up by default.

                    just create a new folder inside your project folder, name it tex, drag the picture into it and open the scene. works fine!

                    or

                    open the scene and safe it again including the asset. works fine!

                    or

                    There is a Texture Manager inside cinema4d which shows you every path of every texture in your scene
                    Adapt the script to your special needs, if you like
                    Please try to understand those lines by searching the sdk.:

                    abspath= c4d.storage.GeGetStartupWritePath()+"/"+"tex"+"/"+bitmapPath
                    

                    and especially

                    abspath= doc.GetDocumentPath()+"/"+"tex"+"/"+bitmapPath
                    

                    I implemented a print statement for the abspath already, that you can read it in the console window.

                    cheers
                    Martin

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                    • H Offline
                      Helper
                      last edited by

                      On 28/09/2014 at 17:56, xxxxxxxx wrote:

                      That rocks, you are truly a superstar. I can't believe i missed that!

                      If your ever in Amsterdam there is a beer with your name on it..

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                      • H Offline
                        Helper
                        last edited by

                        On 29/09/2014 at 06:53, xxxxxxxx wrote:

                        you´re welcome.

                        I still just stumble through the code.
                        But I´ll take you up on the beer.

                        cheers
                        Martin

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