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    Adding polygon UVs & Normals.

    Cinema 4D SDK
    python r20
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    • M
      m_adam
      last edited by

      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.
      4d125755-57cc-411e-9c66-c3037e7bfe2d-image.png

      Cheers,
      Maxime.

      MAXON SDK Specialist

      Development Blog, MAXON Registered Developer

      S 1 Reply Last reply Reply Quote 0
      • S
        sheilan @m_adam
        last edited by sheilan

        This post is deleted!
        1 Reply Last reply Reply Quote 0
        • S
          sheilan
          last edited by sheilan

          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.

          1 Reply Last reply Reply Quote 0
          • M
            m_adam
            last edited by

            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

            MAXON SDK Specialist

            Development Blog, MAXON Registered Developer

            S 1 Reply Last reply Reply Quote 0
            • S
              sheilan @m_adam
              last edited by sheilan

              @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 variable polygon is in his function as theres no context.

              1 Reply Last reply Reply Quote 0
              • M
                m_adam
                last edited by m_adam

                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.

                MAXON SDK Specialist

                Development Blog, MAXON Registered Developer

                S 1 Reply Last reply Reply Quote 1
                • S
                  sheilan @m_adam
                  last edited by sheilan

                  Hello @m_adam ,

                  Skip to the edit below.

                  ────────────────────
                  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.

                  1 Reply Last reply Reply Quote 0
                  • M
                    m_adam
                    last edited by

                    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.

                    MAXON SDK Specialist

                    Development Blog, MAXON Registered Developer

                    S 1 Reply Last reply Reply Quote 0
                    • S
                      sheilan @m_adam
                      last edited by sheilan

                      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!

                      1 Reply Last reply Reply Quote 2
                      • M
                        m_adam
                        last edited by m_adam

                        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.

                        MAXON SDK Specialist

                        Development Blog, MAXON Registered Developer

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