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    Loading external scene / no materials problem

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

      On 02/11/2014 at 10:49, xxxxxxxx wrote:

      Hi Martin,
      Still having trouble - this is a script I'm running on a simple file with a single cube with 1 material on it.
      It loads the cube - but still the texture tag with question mark.

      def main() :
          path = "/Applications/MAXON/box.c4d"
          
          fO = LoadDocument(path, c4d.SCENEFILTER_OBJECTS)
          fM = LoadDocument(path, c4d.SCENEFILTER_MATERIALS)
          
          #Find the specific object in the file
          obj = fO.SearchObject("Cube")
          
          mats = fM.GetMaterials()
          mat = mats[0]
          
          TexTag=obj.GetTag(c4d.Ttexture)
          TexTag[c4d.TEXTURETAG_MATERIAL] = mat
          
            #Make a copy of it in memory
          clone = obj.GetClone()  
          doc.InsertObject(clone, None, None)
          c4d.EventAdd()

      if __name__=='__main__':
          main()

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      • H Offline
        Helper
        last edited by

        On 02/11/2014 at 10:55, xxxxxxxx wrote:

        here's the scene file if it helps
        https://drive.google.com/file/d/0B_WlfEtsbLpJQkFOUWIzellDUUU/view?usp=sharing

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        • H Offline
          Helper
          last edited by

          On 02/11/2014 at 11:07, xxxxxxxx wrote:

          you need to insert the material, too and relink it to the object after insertion, like:

            
          import c4d  
            
            
          def main() :  
            path = "/Users/monkeytack/Desktop/box/box.c4d"  
              
            fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS)  
            fM = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_MATERIALS)  
              
            #Find the specific object in the file  
            obj = fO.SearchObject("Cube")  
              
            mats = fM.GetMaterials()  
            mat = mats[0]  
              
            
            
            #Make a copy of it in memory  
            clone = obj.GetClone()    
            doc.InsertObject(clone, None, None)  
            doc.InsertMaterial(mat, checknames=True)  
              
            TexTag=clone.GetTag(c4d.Ttexture)  
            TexTag[c4d.TEXTURETAG_MATERIAL] = mat  
              
            c4d.EventAdd()  
            
          if __name__=='__main__':  
            main()  
          

          cheers,
          Martin

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          • H Offline
            Helper
            last edited by

            On 02/11/2014 at 11:21, xxxxxxxx wrote:

            Hurahhh! Thank you!

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            • H Offline
              Helper
              last edited by

              On 02/11/2014 at 13:40, xxxxxxxx wrote:

              ohhh there's always something else,

              in my actual scene - there's hundreds of objects, differently coloured using several materials.  It seems when I load in the objects - they don't know which material was originally assigned to the texture tag.  It's just empty.  I could manually somehow write a function to fix all this and match them up again - but seems a lot of uncessary work.  I thought loading a scene would keep all the material and texture data intact.

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              • H Offline
                Helper
                last edited by

                On 02/11/2014 at 13:54, xxxxxxxx wrote:

                i'm thinking - because it does load in the name of the texture tag name string - i could use this when creating and saving the scene to store the material name it belongs to - then write a function when loading which could search the scene materials and match each object up this way.

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                • H Offline
                  Helper
                  last edited by

                  On 02/11/2014 at 14:24, xxxxxxxx wrote:

                  yeah that worked 👏

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                  • H Offline
                    Helper
                    last edited by

                    On 03/11/2014 at 08:39, xxxxxxxx wrote:

                    Hi Glenn,

                    a much simpler approach:
                    concatenate your material and object flags inside the load document function.
                    ask the object for it´s tag assignment and insert the corresponding material.
                    Be sure to ask the original object not the cloned one.

                      
                      
                    import c4d  
                      
                      
                    def main() :  
                      path = "/Users/monkeytack/Desktop/box/box.c4d"  
                        
                      fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS|c4d.SCENEFILTER_MATERIALS)  
                      
                      obj = fO.SearchObject("Cube.1")  
                        
                      
                      TexTag=obj.GetTag(c4d.Ttexture)  
                      mat= TexTag[c4d.TEXTURETAG_MATERIAL]  
                      
                        
                      clone = obj.GetClone()  
                      doc.InsertObject(clone, None, None)  
                      doc.InsertMaterial(mat, checknames=True)  
                      
                      c4d.EventAdd()  
                      
                    if __name__=='__main__':  
                      main()  
                      
                    

                    Best wishes
                    Martin

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                    • H Offline
                      Helper
                      last edited by

                      On 03/11/2014 at 09:14, xxxxxxxx wrote:

                      Thanks Martin, that's a bit more elegant..

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                      • H Offline
                        Helper
                        last edited by

                        On 03/11/2014 at 13:44, xxxxxxxx wrote:

                        it's nearly working... I need to iterate through the list of objects - it seems to just manage as far as the number count of the materials - so if I have a hundred objects and 3 materials - it will only assign up to 3 objects..

                        fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS|c4d.SCENEFILTER_MATERIALS)

                        olist = fO.SearchObject("Vecfield Final").GetChildren()

                        for obj in olist:

                        TexTag=obj.GetTag(c4d.Ttexture)
                               
                                mat = TexTag[c4d.TEXTURETAG_MATERIAL]

                        clone = obj.GetClone()
                                doc.InsertObject(clone, None, None)
                                doc.InsertMaterial(mat, checknames=True)

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                        • H Offline
                          Helper
                          last edited by

                          On 03/11/2014 at 15:37, xxxxxxxx wrote:

                          I see the problem now.
                          If you insert the material with only one linked object it remains in this status.

                          A maybe not that elegant but working solution is this:
                          store all connections in a list and assign it after insertion.

                          If someone has a better idea I´ll be interested.

                            
                          import c4d  
                            
                            
                          def main() :  
                              
                            path = "/Users/monkeytack/Desktop/box/box.c4d"  
                              
                            fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS|c4d.SCENEFILTER_MATERIALS)  
                            olist = fO.SearchObject("Vectorfield").GetChildren()  
                              
                            #set up an assignment list to associate the object with the material  
                            AssList=[]  
                            for obj in olist:  
                            
                                TexTag=obj.GetTag(c4d.Ttexture)  
                                mat= TexTag[c4d.TEXTURETAG_MATERIAL]  
                                AssList.append([obj,mat])  
                              
                            #insert all materials  
                            mats=fO.GetMaterials()  
                            for mat in mats:  
                            
                                doc.InsertMaterial(mat, checknames=False)  
                            
                            
                            #insert all objects and assign the corresponding material  
                            for om in AssList:  
                            
                                clone = om[0].GetClone()  
                                doc.InsertObject(clone, None, None)  
                                TexTag=clone.GetTag(c4d.Ttexture)  
                                TexTag[c4d.TEXTURETAG_MATERIAL] = om[1]  
                                  
                            c4d.EventAdd()  
                            
                          if __name__=='__main__':  
                            main()  
                          

                          Best wishes
                          Martin

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                          • H Offline
                            Helper
                            last edited by

                            On 03/11/2014 at 15:50, xxxxxxxx wrote:

                            Thanks very much for this Martin, I'll try it out.

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