Adding polygon UVs & Normals.
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Hi @sheilan, UVs and Normals are stored in appropriate tags.
UVs are stored per Polygon Vertex as described in the C++ UVWTag Manual. Find an example in python in this topic.
Normals are stored in the same way, as described in the C++ NormalTag Manual. Find example in python in this topic.If you have any questions, please let me know and do not hesitate.
Cheers,
Maxime. -
Thanks a lot!
I've managed to do UV's thanks to the first method, trying my luck with Normals now.One more thing I'm curious about is Phong Tag. When I'm importing the same mesh in OBJ format, it seems to create Normal tag & Phong tag, both seem to affect the normals of the mesh. Now since I'm working with the same data, should I use the vertex normal data to generate both Normal tag & Phong tag, or would one be enough?
Thanks,
Sheilan. -
Phong tag is just for the display of the normals. So the viewport interpolates the normal set by the NormalTag.
So basically you have to define the normal in the NormalTag and then apply a Phong tag that will tell the viewport to render how to read these normal data in order to smooth them.For more information see this following picture, this is the same sphere, same polygon but they get different shading.
Cheers,
Maxime. -
This post is deleted! -
Ok I seem to be doing something wrong with the Normals.
Even though the Normal Tag is there, it doesn't seem to be doing anything.
Here's the code (using functions from the post you posted)# Create UV Tag uv_tag = c4d.UVWTag(polyCount) # Create Normal Tag nrmTag = c4d.NormalTag(polyCount) # Create Normal List normalList = [] for f in range(polyCount): # Loading & Creating points from the binary file ### I chose to not add this part as it's irrelevant # Load UV's for first point uv1 = vertices_uvs[tri_uvs[0]] # Load UV's for second point uv2 = vertices_uvs[tri_uvs[1]] # Load UV's for third point uv3 = vertices_uvs[tri_uvs[2]] # Create polygon with 3 points mypoly.SetPolygon(f, c4d.CPolygon(surface_vertices[vertex1],surface_vertices[vertex2],surface_vertices[vertex3])) # Create poly UV uv_tag.SetSlow(f, c4d.Vector(uv1[0], uv1[1], 0), c4d.Vector(uv2[0], uv2[1], 0), c4d.Vector(uv3[0], uv3[1], 0), c4d.Vector(0,0,0)) # Load Normals for first point normal1 = vertices_normals[tri_normals[0]] # Load Normals for second point normal2 = vertices_normals[tri_normals[1]] # Load Normals for third point normal3 = vertices_normals[tri_normals[2]] # Add normals to their points a = c4d.Vector(normal1[0],normal1[1],normal1[2]) b = c4d.Vector(normal2[0],normal2[1],normal2[2]) c = c4d.Vector(normal3[0],normal3[1],normal3[2]) d = c4d.Vector() # I tried setting as empty vector or same as C (it's a triangle poly) # Add normals to normalList normalList.append(a) normalList.append(b) normalList.append(c) normalList.append(d) # Set normalList to Normal Tag of object SetAllHighLevelNormals(nrmTag, normalList) mypoly.Message(c4d.MSG_UPDATE) # Add object doc.InsertObject(mypoly,None,None) doc.AddUndo(c4d.UNDOTYPE_NEW, mypoly) # Add UV Tag mypoly.InsertTag(uv_tag) doc.AddUndo(c4d.UNDOTYPE_NEW, uv_tag) # Add Normal Tag mypoly.InsertTag(nrmTag) doc.AddUndo(c4d.UNDOTYPE_NEW, nrmTag) mypoly.Message(c4d.MSG_UPDATE) c4d.EventAdd() doc.EndUndo()
I checked one of the normalLists before & after the conversion using the
SetAllHighLevelNormals()
function and those were the results
before:[1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0]
after:
[32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 0]
UVW Tag works perfectly, Normal Tag doesn't.
Thanks,
Sheilan. -
This is due to a bug currently affecting NormalMap SetAllHighLevelNormals and GetAllHighLevelNormals the only workaround is the one described in the previous post I posted. This bug is going to be fixed for the next release.
Cheers Maxime
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@m_adam
I'm getting an error when trying to use the functions he later posted as a workaround.Here's the updated code
# Create UV Tag uv_tag = c4d.UVWTag(polyCount) # Create Normal Tag nrmTag = c4d.NormalTag(polyCount) # Create Normal List normalList = [] for f in range(polyCount): # Loading & Creating points from the binary file ### I chose to not add this part as it's irrelevant # Load UV's for first point uv1 = vertices_uvs[tri_uvs[0]] # Load UV's for second point uv2 = vertices_uvs[tri_uvs[1]] # Load UV's for third point uv3 = vertices_uvs[tri_uvs[2]] # Create polygon with 3 points mypoly.SetPolygon(f, c4d.CPolygon(surface_vertices[vertex1],surface_vertices[vertex2],surface_vertices[vertex3])) # Create poly UV uv_tag.SetSlow(f, c4d.Vector(uv1[0], uv1[1], 0), c4d.Vector(uv2[0], uv2[1], 0), c4d.Vector(uv3[0], uv3[1], 0), c4d.Vector(0,0,0)) # Load Normals for first point normal1 = vertices_normals[tri_normals[0]] # Load Normals for second point normal2 = vertices_normals[tri_normals[1]] # Load Normals for third point normal3 = vertices_normals[tri_normals[2]] # Add normals to their points a = c4d.Vector(normal1[0],normal1[1],normal1[2]) b = c4d.Vector(normal2[0],normal2[1],normal2[2]) c = c4d.Vector(normal3[0],normal3[1],normal3[2]) d = c4d.Vector() # I tried setting as empty vector or same as C (it's a triangle poly) # Add normals to normalList normalList.append(a) normalList.append(b) normalList.append(c) normalList.append(d) # Set normalList to Normal Tag of object SetAllHighLevelNormals(nrmTag, normalList) normalList = GetLowLevelNormals(nrmTag,mypoly) SetAllHighLevelNormals(nrmTag, normalList) mypoly.Message(c4d.MSG_UPDATE) # Add object doc.InsertObject(mypoly,None,None) doc.AddUndo(c4d.UNDOTYPE_NEW, mypoly) # Add UV Tag mypoly.InsertTag(uv_tag) doc.AddUndo(c4d.UNDOTYPE_NEW, uv_tag) # Add Normal Tag mypoly.InsertTag(nrmTag) doc.AddUndo(c4d.UNDOTYPE_NEW, nrmTag) mypoly.Message(c4d.MSG_UPDATE) c4d.EventAdd() doc.EndUndo()
I get
TypeError: unsupported operand type(s) for *: 'int' and 'c4d.PolygonObject'
I'm rather confused about what type of variablepolygon
is in his function as theres no context. -
Hi @sheilan, NormalTag is a bit special, as I said there is currently a bug in S/GetAllHighlevelData for NormalTag so you need to use S/GetLowlevelDataAddressR/W.
With that's said since you access the low-level data, the current data structure for the normal tag is a list of int16. Then a polygon (whatever if it's a tri or a quad) is represented by 12 int16 such in order to give use 4 vectors (4 vectors x 3 values for each vector = 12 values and in this case 12 int16)
Not sure it's very clear however here it's a code.
""" Copyright: MAXON Computer GmbH Author: Maxime Adam Description: - Reads and Write the Raw Data of a Normal Tag. - Normals are stored for each vertex of each polygon. - Raw Data normal structure for one polygon is 12 int16 value (4 vectors for each vertex of a Cpolygon * 3 component for each vector) even if the Cpolygon is a Triangle. Class/method highlighted: - c4d.NormalTag - c4d.VariableTag.GetLowlevelDataAddressR() - c4d.VariableTag.SetLowlevelDataAddressR() Compatible: - Win / Mac - R13, R14, R15, R16, R17, R18, R19, R20 """ import c4d import array def CreateNormalTag(op): """ Creates a NormalTag on the passed PolygonObject. :param op: The PolygonObject that will received a normal Tag. :type op: c4d.PolygonObject :return: The created tag. :rtype: c4d.NormalTag """ # Checks if the passed object is a polygon object. if not isinstance(op, c4d.PolygonObject): raise TypeError("op is not a c4d.PolygonObject.") # Retrieves the polygonCount polyCnt = op.GetPolygonCount() # Creates a Normal Tag in memory only normalTag = c4d.NormalTag(polyCnt) if normalTag is None: raise MemoryError("Failed to creates a normal Tag.") # Inserts the tag to the passed object op.InsertTag(normalTag) # Notifies the object he need to update to take care of the newly created normal tag op.Message(c4d.MSG_UPDATE) return normalTag def ReadNormalTag(tag): """ Read the raw data stored in Normal Tag. :param tag: The Normal Tag to read the data from. :type tag: c4d.NormalTag :return: A list with all the raw data. :rtype: list[int] """ # Retrieves the read buffer array buffer = tag.GetLowlevelDataAddressR() # Converts this BitSeq buffer to a list of short int (int16) intArray = array.array('h') intArray.fromstring(buffer) data = intArray.tolist() # Returns the data return data def WriteNormalTag(tag, normalList): """ Write the raw data to a Normal Tag. :param tag: The Normal Tag to write the data to. :type tag: c4d.NormalTag :param normalList: A list with all the raw data. :type normalList: list[int] """ # Retrieves the write buffer array buffer = tag.GetLowlevelDataAddressW() if buffer is None: raise RuntimeError("Failed to retrieves internal write data for the normal tag.") # Translates list of short int 16 to a BitSeq (string are byte in Python 2.7) intArray = array.array('h') intArray.fromlist(normalList) data = intArray.tostring() buffer[:len(data)] = data def main(): # Checks if selected object is valid if op is None: raise ValueError("op is none, please select one object.") # Checks if the selected object is a polygon object if not isinstance(op, c4d.PolygonObject): raise TypeError("op is not a c4d.PolygonObject.") # Creates a normal tag tag = CreateNormalTag(op) # Retrieves the raw data stored into the tag (all values will be equal to 0 since we just created the normal tag) rawNormalData = ReadNormalTag(tag) # Prints the current value stored in tag, since data are stored as int16 and not float you have to divide them by 32000.0 print [normal / 32000.0 for normal in rawNormalData] # Creates a list representing a float gradient value from 0 to 1 then remap these value from float to int16 by multiplying them valueToSet = [int(float(normalID) / len(rawNormalData) * 32000.0) for normalID in xrange(len(rawNormalData))] # Writes the previous list to the normal tag. WriteNormalTag(tag, valueToSet) # Reads back the normal stored in the normal tag, value should go from 0 to 1 print [normal / 32000.0 for normal in ReadNormalTag(tag)] c4d.EventAdd() if __name__ == "__main__": main()
So in your case instead to write normals like
# Add normals to their points a = c4d.Vector(normal1[0],normal1[1],normal1[2]) b = c4d.Vector(normal2[0],normal2[1],normal2[2]) c = c4d.Vector(normal3[0],normal3[1],normal3[2]) d = c4d.Vector() # I tried setting as empty vector or same as C (it's a triangle poly) # Add normals to normalList normalList.append(a) normalList.append(b) normalList.append(c) normalList.append(d)
You will have to do
a = [normal1[0],normal1[1],normal1[2]] b = [normal2[0],normal2[1],normal2[2]] c = [normal3[0],normal3[1],normal3[2]] d = [0.0, 0.0, 0.0] # Even if it's a Tri, you should pass a value. # Add normals to normalList normalList.extend(a) normalList.extend(b) normalList.extend(c) normalList.extend(d) # Maps data from float to int16 value normalListToSet = [int(normal * 32000.0) for normal in normalList] # Writes the previous list to the normal tag. WriteNormalTag(nrmTag, normalListToSet)
Hope it helps, if you have any questions, please do not hesitate!
Cheers,
Maxime. -
Hello @m_adam ,
Skip to the edit below.
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Thanks again for the reply but the normal tag still doesn't seem to be doing anything.
Here's how the code looks right now :# Looping through each surface (polygon object/mesh/model) in the scene for i in range(surfaceCount): #Create new polygon object mypoly = c4d.BaseObject(c4d.Opolygon) #Create an empty polygon object mypoly.SetName(materialName) uv_tag = c4d.UVWTag(triCount) # triCount & materialName are variables I use to store the name of the object + the polycount nrm_tag = CreateNormalTag(mypoly,triCount) normalList = [] # Fresh new normalList created for each PolygonObject I'm working on # loop through each triangle/poly and gather it's data from my binary file for f in range(triCount): # The points, polys & uv creation part is unnecessary here so I skipped right to normals a = [normal1[0],normal1[1],normal1[2]] b = [normal2[0],normal2[1],normal2[2]] c = [normal3[0],normal3[1],normal3[2]] d = [0.0, 0.0, 0.0] # Add normals to normalList normalList.extend(a) normalList.extend(b) normalList.extend(c) normalList.extend(d) # After we are done looping through the triangles, all polys are created including their points, polygons, UVs & the normalList normalListToSet = [int(normal * 32000.0) for normal in normalList] # set of all normals for this polygon object WriteNormalTag(nrm_tag, normalListToSet) nrm_tag = mypoly.GetTag(c4d.Tnormal) # This is probably unnecessary but I used it just in case # Retrieves the raw data stored into the tag rawNormalData = ReadNormalTag(nrm_tag) # Prints the current value stored in tag, since data are stored as int16 and not float you have to divide them by 32000.0 print "current data stored in tag - should go from 0 to 1" print [normal / 32000.0 for normal in rawNormalData] # Creates a list representing a float gradient value from 0 to 1 then remap these value from float to int16 by multiplying them valueToSet = [int(float(normalID) / len(rawNormalData) * 32000.0) for normalID in xrange(len(rawNormalData))] # Writes the previous list to the normal tag. WriteNormalTag(nrm_tag, valueToSet) print "new values of normal tag" print [normal / 32000.0 for normal in ReadNormalTag(nrm_tag)]
Now here are results of few of the normal tags in the scene
old data stored in tag [0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0] new data of normal tag [0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625] old data stored in tag [1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0] new data of normal tag [0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625] old data stored in tag [-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0] new data of normal tag [0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625] old data stored in tag [-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.0, 0.0, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.0, 0.0, 0.0] new data of normal tag [0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625]
Could this happen because I don't use Phong Tag?
Edit:
Yes it was definitely Phong Tags! Also, this was enough using my initial normal data
# Maps data from float to int16 value normalListToSet = [int(normal * 32000.0) for normal in normalList] # Writes the previous list to the normal tag. WriteNormalTag(nrm_tag, normalListToSet)
Anyway, I imported an .obj file that shares the same data as my binary file, and once I copied the Phong Tag settings and applied to my generated objects it was identical, which means Normal Tags are correct!
I can't seem to find a page for Phong Tag though. How would I create a new Phong Tag, and set it's values?
Your help has already done a lot and I really appreciate your responses.
Thanks,
Sheilan. -
Phong tag are common tags, (data count stored does not change), so you have to create them with the usual way.
tPhong = c4d.BaseTag(c4d.Tphong) op.InsertTag(tPhong)
or either
op.MakeTag(c4d.Tphong)
You can find the list of all the tags symbols in Tag Types and I recommend you to read the C++ BaseTag and VariableTag Manual to understand the difference between both.
Cheers,
Maxime. -
Well then that'll be it. Thanks a lot for all the help!
I'll definitely read the manual to get a better idea of each tag.Here is the final, working code to anyone who reads this thread having the same problems:
def CreateNormalTag(op,polyCnt): """ Creates a NormalTag on the passed PolygonObject. :param op: The PolygonObject that will received a normal Tag. :type op: c4d.PolygonObject :return: The created tag. :rtype: c4d.NormalTag """ # Checks if the passed object is a polygon object. if not isinstance(op, c4d.PolygonObject): raise TypeError("op is not a c4d.PolygonObject.") # Creates a Normal Tag in memory only normalTag = c4d.NormalTag(polyCnt) if normalTag is None: raise MemoryError("Failed to creates a normal Tag.") # Inserts the tag to the passed object op.InsertTag(normalTag) # Notifies the object he need to update to take care of the newly created normal tag op.Message(c4d.MSG_UPDATE) return normalTag def WriteNormalTag(tag, normalList): """ Write the raw data to a Normal Tag. :param tag: The Normal Tag to write the data to. :type tag: c4d.NormalTag :param normalList: A list with all the raw data. :type normalList: list[int] """ # Retrieves the write buffer array buffer = tag.GetLowlevelDataAddressW() if buffer is None: raise RuntimeError("Failed to retrieves internal write data for the normal tag.") # Translates list of short int 16 to a BitSeq (string are byte in Python 2.7) intArray = array.array('h') intArray.fromlist(normalList) data = intArray.tostring() buffer[:len(data)] = data # Some of the data was read in a binary file/determined earlier but the variable names should be enough to tell what they are for i in range(surfaceCount): # Surface triangles count triCount = read_ushort(c2m) # Surface Material Name materialName = read_string(c2m) tri_vertexgroups = {} tri_uvgroups = {} tri_normalgroups = {} for f in range(triCount): vertex = vertex1,vertex2,vertex3 # pre-loaded 3 vertex indices for current face uv = uv1,uv2,uv3 # pre-loaded 3 UV indices for current face normal = normal1,normal2,normal3 # pre-loaded 3 normal indices for current face # Add them to a dictionary tri_vertexgroups[f] = vertex tri_uvgroups[f] = uv tri_normalgroups[f] = normal # Create dictionary for surface's vertices surface_vertices = {} # Unique vertex index (used to avoid creating the same vertex twice) unique_vertex = 0 # Create new poly mypoly = c4d.BaseObject(c4d.Opolygon) #Create an empty polygon object mypoly.SetName(materialName) uv_tag = c4d.UVWTag(triCount) nrm_tag = CreateNormalTag(mypoly,triCount) phong_tag = c4d.BaseTag(c4d.Tphong) phong_tag[c4d.PHONGTAG_PHONG_ANGLELIMIT]=True phong_tag[c4d.PHONGTAG_PHONG_ANGLE]=c4d.utils.Rad(25.5) phong_tag[c4d.PHONGTAG_PHONG_USEEDGES]=True normalList = [] # Loop through number of triangles for f in range(triCount): # Load vertices for current triangle from the list of polygon's vertices tri_vertices = tri_vertexgroups[f] # Load each vertex of the triangle from a dictionary with all the UVs in the scene using it's index vertex1 = vertices_positions[tri_vertices[0]] vertex2 = vertices_positions[tri_vertices[1]] vertex3 = vertices_positions[tri_vertices[2]] # Check if vertex was not added already, add if not. if vertex1 not in surface_vertices: # Add vertex1 to surface(polygon object)'s dictionary, with a unique index surface_vertices[vertex1] = unique_vertex unique_vertex += 1 # Resize our object to allow another point to be created mypoly.ResizeObject(unique_vertex, triCount) # Create new point mypoly.SetPoint(surface_vertices[vertex1],c4d.Vector(vertex1[0],vertex1[1],vertex1[2])) if vertex2 not in surface_vertices: surface_vertices[vertex2] = unique_vertex unique_vertex += 1 mypoly.ResizeObject(unique_vertex, triCount) mypoly.SetPoint(surface_vertices[vertex2],c4d.Vector(vertex2[0],vertex2[1],vertex2[2])) if vertex3 not in surface_vertices: surface_vertices[vertex3] = unique_vertex unique_vertex += 1 mypoly.ResizeObject(unique_vertex, triCount) mypoly.SetPoint(surface_vertices[vertex3],c4d.Vector(vertex3[0],vertex3[1],vertex3[2])) # Load UVs for current triangle from the list of polygon's UVs tri_uvs = tri_uvgroups[f] # Load each UV of the triangle from a dictionary with all the UVs in the scene using it's index uv1 = vertices_uvs[tri_uvs[0]] uv2 = vertices_uvs[tri_uvs[1]] uv3 = vertices_uvs[tri_uvs[2]] # Create polygon(triangle) mypoly.SetPolygon(f, c4d.CPolygon(surface_vertices[vertex1],surface_vertices[vertex2],surface_vertices[vertex3])) # Add our UV data to the UV tag uv_tag.SetSlow(f, c4d.Vector(uv1[0], uv1[1], 0), c4d.Vector(uv2[0], uv2[1], 0), c4d.Vector(uv3[0], uv3[1], 0), c4d.Vector(0,0,0)) # Load normals for current triangle from the list of polygon's normals tri_normals = tri_normalgroups[f] # Load each normal of the triangle from a dictionary with all the normals in the scene using it's index normal1 = vertices_normals[tri_normals[0]] # Vector3 of normal direction normal2 = vertices_normals[tri_normals[1]] normal3 = vertices_normals[tri_normals[2]] normal4 = [0.0, 0.0, 0.0] # Even if it's a Tri, you should pass a value. # Add normals to normalList normalList.extend(normal1) normalList.extend(normal2) normalList.extend(normal3) normalList.extend(normal4) # Maps data from float to int16 value normalListToSet = [int(normal * 32000.0) for normal in normalList] # Writes the previous list to the normal tag. WriteNormalTag(nrm_tag, normalListToSet) doc.InsertObject(mypoly,None,None) mypoly.Message(c4d.MSG_UPDATE) mypoly.InsertTag(uv_tag) mypoly.Message(c4d.MSG_UPDATE) mypoly.InsertTag(phong_tag) mypoly.Message(c4d.MSG_UPDATE) c4d.EventAdd()
Thank you once again Maxime, your help is appreciated!
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Just to add additional information,
In R21 GetAllHighlevelData() and SetAllHighlevelData() are working as expected for NormalTag, so data are not any more "shifted" and correctly interpreted internally.
See What's New: Fixes:
- Fixed an issue where VariableTag.GetAllHighlevelData() and VariableTag.SetAllHighlevelData() used Uint16 instead of int16 for Tnormal.
- Fixed an issue where VariableTag.GetAllHighlevelData() returned data were shifted and not complete for Tnormal.
Cheers,
Maxime.