Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

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

    Cinema 4D SDK
    python
    2
    13
    2.4k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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 ☺

                        1 Reply Last reply Reply Quote 0
                        • 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

                          1 Reply Last reply Reply Quote 0
                          • First post
                            Last post