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    Issues with the C4D to Unity Import python plugin - missing some types of objects

    Cinema 4D SDK
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    • M
      m_adam
      last edited by m_adam

      Hi @jenandesign,

      May I ask you which version of Cinema 4D are you using?
      So typically the issue with Polygon Reduction is the same as the one from Python plugin(Python Generator?). Are they the only affected objects types or all generators are affected?

      In any case, FBX format has no knowledge of what is Polygon Reduction/Python Generator so he has to bake it as polygon Object.
      But for doing that it needs a proper cache representation of these generators. And since you Load the file in memory the scene is not yet evaluated (and cache not built).

      So please call BaseDocument.ExecutePasses to build the cache.

      For more information see related topic Cloner objects missing in Commandline FBX export.

      Cheers,
      Maxime.

      MAXON SDK Specialist

      Development Blog, MAXON Registered Developer

      1 Reply Last reply Reply Quote 0
      • jenandesignJ
        jenandesign
        last edited by jenandesign

        Hi Maxime! Thanks for the info about Poly Reduction and ideas with ExecutePasses 😄 I will try that immediately

        I am currently on the latest, R21.115. However I tested this same stuff happening on R20 as well.

        Cloners are usually okay as long as they don't reference a spline (which now makes sense knowing about the cache thing).

        However, I am right now getting a very strange thing where a cloner and a null with dynamics tag (applied to many children) go from importing normally to not.. depending on how many children are in the Fracture.1 null. But perhaps this is a separate issue. When testing with the manual FBX export, it takes some time.. I am assuming it has to animate the dynamics tag to it's current position before exporting... Perhaps unity does not know how to wait for this operation unless it is very fast. Perplexing why it would have anything to do with the cloner, though, as it is not in any way connected to the Fracture.1 null or the dynamics system. Removing one or the other object results in a successful import into unity. The attached scene fails import into unity unless you delete the cloner, the dynamics tag attached to the null, or at least 10-50 more children of the null.fbxtest_v03.c4d. This is different than the original issue I posted about, where the scene import does not fail, but merely comes in with missing objects.

        I will try the ExecutePasses thing now! Thanks again!

        Leah

        1 Reply Last reply Reply Quote 0
        • jenandesignJ
          jenandesign
          last edited by jenandesign

          ExecutePasses worked for Polygon Reduction objects! That is a huge benefit to LOD versioning in Unity 👍 👍 👍

          Added here:

          #
          #SNIPPET FROM MAIN CODE
          #
          
          class ExportThread(threading.C4DThread):
          
              def __init__(self, doc, exportPath):
                  self.doc = doc
                  self.status = False
                  self.exportPath = exportPath
                  #ADDED THE LINE BELOW
                  doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_EXPORT)
          
              def Main(self):
                  # Export document to FBX
                  self.status = documents.SaveDocument(self.doc, self.exportPath, c4d.SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, FBX_EXPORTER_ID)
          
              def GetStatus(self):
                  return self.status
          
          #
          #SNIPPET FROM MAIN CODE
          #
          

          Cloners are still not working if they reference a spline. Any ideas why that is still giving us trouble?

          Leah

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

            Sometime its needed to call it multiple time. So try to call ExcecutePass multiple time (maximum 3 is enough).

            Cheers,
            Maxime

            MAXON SDK Specialist

            Development Blog, MAXON Registered Developer

            jenandesignJ 1 Reply Last reply Reply Quote 0
            • jenandesignJ
              jenandesign @m_adam
              last edited by jenandesign

              @m_adam Shoot, tried calling it 3X and still nothing on the cloner (spline mode) object.

              (failing) test file attached
              fbxtest_v04.c4d

              1 Reply Last reply Reply Quote 1
              • jenandesignJ
                jenandesign
                last edited by

                Currently the Spline Deformer breaks other objects in the scene, while the Bevel Deformer and Cloner Object in Spline Object mode only break themselves.

                GetContour? SetOptimizeCache? Anything else worth investigating? Maybe this is happening because it's being called via Unity automatically?

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

                  If I understand correctly, the issue is that the spline are not saved in the fbx?

                  If yes make sure to set fbxExport[c4d.FBXEXPORT_SPLINES] = True

                  At least here is working correctly, loading the saved fbx give me back the same result than previously.
                  Cheers,
                  Maxime.

                  MAXON SDK Specialist

                  Development Blog, MAXON Registered Developer

                  jenandesignJ 1 Reply Last reply Reply Quote 0
                  • jenandesignJ
                    jenandesign @m_adam
                    last edited by jenandesign

                    @m_adam Then maybe the issue is that the command line fbx export is being executed from within Unity and not through C4D itself?

                    Is there some kind of document referencing error that could happen if another program (other than C4D) were to call this script? Would caches behave differently?

                    To answer your question, yes, I have FBXEXPORT_SPLINES set to True

                    1 Reply Last reply Reply Quote 0
                    • jenandesignJ
                      jenandesign
                      last edited by

                      I forgot to mention, Instances also fail to cache into Unity as well.

                      I am thinking these are all related and to do with the cache being unavailable unless the script is being run within the C4D gui

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

                        Hi @jenandesign sorry for the delay and to not have spotted the issue earlier.

                        But SaveDocument needs to be called in the main thread. So one solution for you is to send a CoreMessage with c4d.SendCoreMessage to catch it in a MessageData and process it.

                        import c4d
                        
                        FBX_EXPORTER_ID = 1026370
                        
                        FBXEXPORT_TEXTURES = True
                        FBXEXPORT_EMBED_TEXTURES = False
                        FBXEXPORT_SAVE_NORMALS = True
                        FBXEXPORT_ASCII = False
                        
                        
                        
                        # Main function
                        def main():
                            sourcePath = r"C:\Users\graphos\Downloads\fbxtest_v04.c4d"
                            destinationPath = r"C:\Users\graphos\Documents\test.fbx"
                            
                            plug = c4d.plugins.FindPlugin(FBX_EXPORTER_ID, c4d.PLUGINTYPE_SCENESAVER)
                            if plug is None:
                                logger.appendMessage("FBX Export plugin not found")
                                return False
                        
                            op = {}
                            # Retrieve FBX Eporter settings object
                            if plug.Message(c4d.MSG_RETRIEVEPRIVATEDATA, op) :
                                if "imexporter" not in op:
                                    return False
                        
                                # BaseList2D object stored in "imexporter" key hold the settings
                                fbxExport = op["imexporter"]
                                if fbxExport is None :
                                    return False
                        
                                # Change export settings
                                
                                #THE FOLLOWING TWO LINES OF CODE WERE ADDED TO FIX SDS OBJECT IMPORT
                                fbxExport[c4d.FBXEXPORT_SDS_SUBDIVISION] = True
                                fbxExport[c4d.FBXEXPORT_SDS] = False
                                fbxExport[c4d.FBXEXPORT_TEXTURES] = FBXEXPORT_TEXTURES
                                fbxExport[c4d.FBXEXPORT_EMBED_TEXTURES] = FBXEXPORT_EMBED_TEXTURES
                                fbxExport[c4d.FBXEXPORT_SAVE_NORMALS] = FBXEXPORT_SAVE_NORMALS
                                fbxExport[c4d.FBXEXPORT_ASCII] = FBXEXPORT_ASCII
                        
                                doc = c4d.documents.LoadDocument(sourcePath, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS, None)
                                status = False
                                doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_EXPORT)
                        
                                # Export document to FBX
                                status = c4d.documents.SaveDocument(doc, destinationPath, c4d.SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, FBX_EXPORTER_ID)
                                c4d.documents.KillDocument(doc)
                        
                                # Retrieve export status and return it
                                print status
                        
                        
                        
                        # Execute main()
                        if __name__=='__main__':
                            main()
                        

                        Cheers,
                        Maxime.

                        MAXON SDK Specialist

                        Development Blog, MAXON Registered Developer

                        1 Reply Last reply Reply Quote 0
                        • jenandesignJ
                          jenandesign
                          last edited by

                          Hi Maxime! Thanks for the suggestion, though I don't quite understand what you mean by your example... I don't see any use of SendCoreMessage in your snippet?

                          SaveDocument is already present in the original code in the extended threading class "ExportThread" under definition Main(). How are you suggesting I change this?

                          Thank you for the continued help ☺

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                          • M
                            m_adam
                            last edited by

                            SaveDocument is already present in the original code in the extended threading class "ExportThread"

                            TO not make it happens in a thread.
                            So to directly execute it in ExecuteConversion.

                            The use of SendCoreMessage is a way, from a thread (and it's the case for you in ExportThread::Main) to send a message, that Cinema 4D will process on the Main thread (I didn't use in my code because in my case I'm in the main thread).
                            So you can react to this message and do something (in your case SaveDocument). It was just for your information, regarding what's your thread is doing (only calling SaveDocument) I would say that using a thread here make no sense, and you should directly call SaveDocument in your ExecuteConversion function.

                            Hope it's more clear.
                            Cheers,
                            Maxime.

                            MAXON SDK Specialist

                            Development Blog, MAXON Registered Developer

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