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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 10:55, 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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