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    Developing .obj sequence exporter for selected objects

    Cinema 4D SDK
    python
    5
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    • a_blockA
      a_block
      last edited by

      Hello @Polyflow,

      welcome to the Plugin Café ☺

      Setting time via SetTime() basically just sets the time value in the document. But C4D also needs to evaluate the scene at that moment in time. This is done by calling ExecutePasses().

      DrawViews() can indeed do the same (and more) for you, but in your case it should not be needed, ExecutePasses() should be fine. See for example this thread for some discussion on this topic: python plugin for every frame

      So, in your code, you probably also need to "execute" the temporary document.

      There's some more information on this in our C++ SDK manuals. I know, we are talking Python here, but maybe it's interesting anyway: BaseDocument manual - Time

      Cheers,
      Andreas

      1 Reply Last reply Reply Quote 2
      • mikeudinM
        mikeudin
        last edited by

        May be Polygonize can help you.

        Make a clone of the document and turn all objects into polygon based objects.

        Checkout my python tutorials, plugins, scripts, xpresso presets and more
        https://mikeudin.net

        P 1 Reply Last reply Reply Quote 1
        • a_blockA
          a_block
          last edited by

          I'm afraid I need to apologize, my answer was actually by some discussion we had internally and I was too confused to read properly again. Sorry. Maybe @mikeudin's answer can already help. We'll look into this tomorrow again.

          1 Reply Last reply Reply Quote 0
          • a_blockA
            a_block
            last edited by

            Hello @Polyflow,

            we thought a bit more about your request. Unfortunately I had no time, yet, to do some tests here.
            In general we think, my last answer should at least be part of a solution of the problem.

            In regards to "polygonizing" or "baking", this should actually be just a matter of correctly retrieving the cache of an object in the executed document. Please take a look at GetDeformCache() and GetCache(). Again also the C++ docs have some more info on this: BaseDocument manual - Cache.

            Cheers,
            Andreas

            1 Reply Last reply Reply Quote 1
            • P
              Polyflow @mikeudin
              last edited by

              @mikeudin
              Polygonize not works for me.

              By the way - I'm amazed at the responsiveness of your community.

              1 Reply Last reply Reply Quote 0
              • P
                Polyflow
                last edited by

                Now i am trying to Bake an object before export using Current State To Object but this test piece of code not do anything

                res = utils.SendModelingCommand(command = c4d.MCOMMAND_CURRENTSTATETOOBJECT,
                                                list = [op],
                                                mode = c4d.MODELINGCOMMANDMODE_ALL,
                                                doc = doc)
                    c4d.EventAdd()
                1 Reply Last reply Reply Quote 0
                • M
                  mp5gosu
                  last edited by mp5gosu

                  Hi @Polyflow,
                  did you try the example here? Also, please keep an extra eye on the note that's written below there.
                  You have to first clone your object via GetClone() and pass this as to your object list.
                  For example, I'm using this code in one of my plugins at work (there's a lot of error-handling stuff missing though):

                  # current state to object
                  def csto(op):
                      if op is None:
                          return False
                  
                      doc = op.GetDocument()
                  
                      if doc is None:
                          return False
                  
                      pred = op.GetPred()
                      parent = op.GetUp()
                  
                      settings = c4d.BaseContainer()
                      settings.SetBool(c4d.MDATA_CURRENTSTATETOOBJECT_INHERITANCE, True)
                      newOp = c4d.utils.SendModelingCommand(command=c4d.MCOMMAND_CURRENTSTATETOOBJECT,
                                                            mode=c4d.MODELINGCOMMANDMODE_ALL,
                                                            list=[op.GetClone()],
                                                            doc=doc,
                                                            bc=settings)
                  
                      if newOp:
                          doc.AddUndo(c4d.UNDOTYPE_NEW, newOp[0])
                          doc.InsertObject(newOp[0], parent, pred)
                          c4d.EventAdd()
                          return True
                  
                      return False
                  

                  and

                  for polygonizing the document:

                  # Polygonize document, respecting instances in the right order, returns new document
                  def polygonize(doc):
                      if doc is None:
                          return None
                  
                      op = doc.GetFirstObject()
                      oldObjects = []
                  
                      while op:
                          if op.IsInstanceOf(c4d.Oinstance):
                              # check and convert instances
                              oldObjects.append(op)
                              csto(op)
                  
                          op = GetNextObject(op)
                  
                      for op in oldObjects:
                          doc.AddUndo(c4d.UNDOTYPE_DELETE, op)
                          op.Remove()
                  
                      return doc.Polygonize()
                  

                  You have to resolve the instances before using this code, though.
                  Hope, this helps you a bit.

                  P 1 Reply Last reply Reply Quote 2
                  • P
                    Polyflow @mp5gosu
                    last edited by

                    @mp5gosu i am unsuccessfully trying code from documentation.

                    I’m the developer of Vertex Animation Tools for Unity, I can’t say that I'm new to tool development, but this API makes me feel stupid. I saw the Polygonyze function, but I don’t see its result. I'm really trying to understand the C4D API in reasonable term but I can't. Exporting the obj sequence from c4d is a trivial function that people have been looking for for years, and now I understand why.
                    Can Maxons engineers helps to write this script (finally)?

                    1 Reply Last reply Reply Quote 0
                    • mikeudinM
                      mikeudin
                      last edited by

                      To see the results of Poligonize method you have to insert resulting document.

                      Checkout my python tutorials, plugins, scripts, xpresso presets and more
                      https://mikeudin.net

                      1 Reply Last reply Reply Quote 0
                      • a_blockA
                        a_block
                        last edited by

                        @Polyflow: MAXON's SDK Team can only help and assist you in achieving your goal. Writing complete scripts and plugins is not within our mandate.

                        With that said, what about my answer regarding caches? Can you give us some more details on the issues you have with this approach?

                        Cheers,
                        Andreas

                        1 Reply Last reply Reply Quote 0
                        • B
                          bentraje
                          last edited by

                          Probably not that helpful but there is an existing script for the C4D OBJ Sequence Exporter
                          https://richh.co/c4d-native-obj-sequence-export-no-plugins/

                          1 Reply Last reply Reply Quote 1
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