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    Texture renaming

    Cinema 4D SDK
    python
    4
    16
    2.2k
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    • P
      PluginStudent
      last edited by

      doc.Endndo() is nonsense.

      Do you mean EndUndo()?

      1 Reply Last reply Reply Quote 0
      • r_giganteR
        r_gigante
        last edited by

        Thanks @PluginStudent for stepping in.

        With regard to the rest of the question, I recommend having a look at how Python treats strings or, on a broader scope, at Python for novices.

        Best, R

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

          Thanks it works like expected, now i would like to add a smal GUI but i get stuck, how do i bring the name from the GUI in as prefix.

          import c4d
          from c4d import gui
          import os
          
          #GUI
          GROUP = 1000
          TEXT = 1001
          NAME = 1010
          
          class userDialog(gui.GeDialog):
              def CreateLayout(self):
                  self.SetTitle("Add Prefix")
                  self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "AAdds a prefix to the texturename")
                  self.GroupBorder(c4d.BORDER_GROUP_IN)
                  self.GroupBorderSpace(20, 5, 20 , 5)
                  self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
                  self.AddEditText(NAME, c4d.BFH_RIGHT, 200, 0, 0)
          
          # Adds a prefix to the texturename
          def changeTexture(shader) :
          
              prefix = "Tex_"
          
              # shader ID
              texturePath = shader[c4d.BITMAPSHADER_FILENAME]
              # split aboslute path
              oldTexturename = os.path.split(texturePath)
              # add prefix
              newTexturename = prefix + oldTexturename[1]
          
              doc = shader.GetDocument()
              doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
          
              # Assign the new value
              shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
              shader.Message(c4d.MSG_UPDATE)
          
          # Iterate a hierarchy
          def recurse_hierarchy(shader) :
              while shader:
                  # Check if it's a c4d shader
                  if c4d.BaseShader() :
                      changeTexture(shader)
                  recurse_hierarchy(shader.GetDown())
                  shader = shader.GetNext()
          
          # Main function
          def main() :
              mats = doc.GetActiveMaterials()
          
              doc.StartUndo()
              # Iterate over selected material
              for mat in mats:
                  recurse_hierarchy(mat.GetFirstShader())
              doc.EndUndo()
          
          def main():
              dialog = userDialog()
              dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
              c4d.EventAdd()
          
          # Execute main()
          if __name__=='__main__':
              main()
          

          thx for help
          mok

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

            Hey, you have two

            def main():
            

            in your code 🤔

            1 Reply Last reply Reply Quote 0
            • ferdinandF
              ferdinand
              last edited by

              Hi,

              this also probably is not what you want:

              # Check if it's a c4d shader
              if c4d.BaseShader() :
                  changeTexture(shader)
              

              It will always evaluate as True since an object evaluates as True. You probably meant instead:

              # Test if the current node is a bitmap shader.
              if shader.CheckType(c4d.Xbitmap) :
                  changeTexture(shader)
              

              Cheers,
              zipit

              MAXON SDK Specialist
              developers.maxon.net

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

                Thank you for both inputs. Im not used to programming and copy and paste the lines. Thanks for the help!

                1 Reply Last reply Reply Quote 0
                • r_giganteR
                  r_gigante
                  last edited by

                  Hi @moko, nice seeing your progresses.

                  With regard to adding a small GUI to return a specific string I warmly recommend having a look at c4d.gui.InputDialog.
                  Finally a consideration on copy and paste which looks always pretty attractive to reduce time to market: be aware that it's indeed the opposite where in the end you'll obtain a code you can manage no more. Spending time in investigating the basics and getting yourself comfortable with the code is always a rewarding time.

                  Best, R

                  1 Reply Last reply Reply Quote 1
                  • M
                    moko
                    last edited by

                    Thank you very much, right now i am quite happy how it works. only thing is the dialog box opens for each shader because its in the "changeshader" function wich repeats.
                    I d' like to have one gui-call at the start in the main function, but if i do that theni cant transport the "prefix" argument to the changeTexture(shader) function.

                    about the time investement i agree, but for this script was more an out of desperation approach in how cinema4d lacks in organizing textures, then a new grind in passion. the script helps me with a hack, to organize them on OS side, for team projects like for instance unity.

                    Best
                    Moko

                    import c4d
                    from c4d import gui
                    import os
                    
                    #GUI
                    GROUP = 1000
                    TEXT = 1001
                    PREFIX = 1002
                    BTN_OK = 1010
                    BTN_CANCEL = 1020
                    
                    class userDialog(gui.GeDialog):
                        def CreateLayout(self):
                            self.SetTitle("Add Prefix")
                            self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
                            self.GroupBorder(c4d.BORDER_GROUP_IN)
                            self.GroupBorderSpace(20, 5, 20 , 5)
                            self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
                            self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
                            self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
                            self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
                            self.GroupEnd()
                            return True
                    
                        def InitValues(self):
                            #initiate the gadgets with values
                            self.SetString(PREFIX, "Tex_")
                            return True
                    
                        def Command(self, id, msg):
                            #handle user input
                            if id==BTN_CANCEL:
                              self.Close()
                            elif id==BTN_OK:
                              self.TexturPrefix = self.GetString(PREFIX)
                              self.Close()
                            return True
                    
                    
                    # Adds a prefix to the texturename
                    def changeTexture(shader) :
                            
                        dialog = userDialog()
                        dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
                        
                        prefix = dialog.TexturPrefix
                        print (prefix)
                        
                        # shader ID
                        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
                        # split aboslute path
                        oldTexturename = os.path.split(texturePath)
                        # add prefix
                        newTexturename = prefix + oldTexturename[1]
                    
                        doc = shader.GetDocument()
                        doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
                    
                        # Assign the new value
                        shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
                        shader.Message(c4d.MSG_UPDATE)
                    
                    
                    # Iterate a hierarchy
                    def recurse_hierarchy(shader) :
                        while shader:
                            # Test if the current node is a bitmap shader.
                            if shader.CheckType(c4d.Xbitmap) :
                                changeTexture(shader)
                            recurse_hierarchy(shader.GetDown())
                            shader = shader.GetNext()
                    
                    # Main function
                    def main() :
                        mats = doc.GetActiveMaterials()
                        
                        doc.StartUndo()
                        # Iterate over selected material
                        for mat in mats:
                            recurse_hierarchy(mat.GetFirstShader())
                        doc.EndUndo()
                    
                    
                    # Execute main()
                    if __name__=='__main__':
                        main()
                    
                    1 Reply Last reply Reply Quote 1
                    • M
                      moko
                      last edited by

                      Now it works as intended. You can select the materials for which you want to change the prefix of the texturename. The actual name of the texture is not changed. You need to do this with a renaming-tool at the OS level.

                      thanks to everyone

                      import c4d
                      from c4d import gui
                      import os
                      
                      #GUI
                      GROUP = 1000
                      TEXT = 1001
                      PREFIX = 1002
                      BTN_OK = 1010
                      BTN_CANCEL = 1020
                      
                      prefix = "placeholder"
                      
                      class userDialog(gui.GeDialog):
                          def CreateLayout(self):
                              self.SetTitle("Add Prefix")
                              self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
                              self.GroupBorder(c4d.BORDER_GROUP_IN)
                              self.GroupBorderSpace(20, 5, 20 , 5)
                              self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
                              self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
                              self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
                              self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
                              self.GroupEnd()
                              return True
                      
                          def InitValues(self):
                              #initiate the gadgets with values
                              self.SetString(PREFIX, "Tex_")
                              return True
                      
                          def Command(self, id, msg):
                              #handle user input
                              if id==BTN_CANCEL:
                                self.Close()
                              elif id==BTN_OK:
                                self.TexturPrefix = self.GetString(PREFIX)
                                self.Close()
                              return True
                      
                      
                      # Adds a prefix to the texturename
                      def changeTexture(shader) :
                      
                      
                          print (prefix)
                      
                          # shader ID
                          texturePath = shader[c4d.BITMAPSHADER_FILENAME]
                          # split aboslute path
                          oldTexturename = os.path.split(texturePath)
                          # add prefix
                          newTexturename = prefix + oldTexturename[1]
                      
                          doc = shader.GetDocument()
                          doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
                      
                          # Assign the new value
                          shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
                          shader.Message(c4d.MSG_UPDATE)
                      
                      
                      # Iterate a hierarchy
                      def recurse_hierarchy(shader) :
                          while shader:
                              # Test if the current node is a bitmap shader.
                              if shader.CheckType(c4d.Xbitmap) :
                                  changeTexture(shader)
                              recurse_hierarchy(shader.GetDown())
                              shader = shader.GetNext()
                      
                      # Main function
                      def main() :
                          mats = doc.GetActiveMaterials()
                      
                          dialog = userDialog()
                          dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
                      
                          global prefix
                          prefix = dialog.TexturPrefix
                      
                          doc.StartUndo()
                          # Iterate over selected material
                          for mat in mats:
                              recurse_hierarchy(mat.GetFirstShader())
                          doc.EndUndo()
                      
                      
                      # Execute main()
                      if __name__=='__main__':
                          main()
                      
                      ferdinandF 1 Reply Last reply Reply Quote 1
                      • ferdinandF
                        ferdinand @moko
                        last edited by

                        @moko said in Texture renaming:

                        The actual name of the texture is not changed. You need to do this with a renaming-tool at the OS level.

                        You can do this with os.rename() or with open if you want to save a copy. You probably also do not need your own GeDialog since yours does exactly what c4d.gui.RenameDialog does.

                        Cheers,
                        zipit

                        MAXON SDK Specialist
                        developers.maxon.net

                        M 1 Reply Last reply Reply Quote 0
                        • M
                          moko @ferdinand
                          last edited by

                          @zipit Thank you! That was exactly i was looking for 🙂

                          here the new Version:
                          I throw out the undo function because i dont know if it can adress the os part. Is this possible to have an undo on os.rename?

                          import c4d
                          from c4d import gui
                          import os, sys
                          
                          prefix="placeholder"
                          
                          # Adds a prefix to the texturename
                          def changeTexture(shader):
                          
                              # shader ID
                              texturePath = shader[c4d.BITMAPSHADER_FILENAME]
                          
                              # split aboslute path
                              oldTexturename = os.path.split(texturePath)
                          
                              # add prefix to
                              newTexturename = prefix + oldTexturename[1]
                              print (newTexturename)
                          
                              newTexturePath = os.path.join(oldTexturename[0], newTexturename)
                              print (newTexturePath)
                          
                              # rename texture
                          
                              try : 
                                  os.rename(texturePath, newTexturePath)
                                  print("Source path renamed to destination path successfully.") 
                          
                              except OSError as error: 
                                  print(error) 
                          
                              # Assign the new value
                              shader[c4d.BITMAPSHADER_FILENAME] = newTexturePath
                              shader.Message(c4d.MSG_UPDATE)
                          
                          
                          # Iterate a hierarchy
                          def recurse_hierarchy(shader) :
                              while shader:
                                  # Test if the current node is a bitmap shader.
                                  if shader.CheckType(c4d.Xbitmap) :
                                      changeTexture(shader)
                                  recurse_hierarchy(shader.GetDown())
                                  shader = shader.GetNext()
                          
                          # Main function
                          def main() :
                              mats = doc.GetActiveMaterials()
                          
                              global prefix
                              prefix = c4d.gui.RenameDialog("Prefix_")
                              print (prefix)
                          
                              # Iterate over selected material
                              for mat in mats:
                                  recurse_hierarchy(mat.GetFirstShader())
                          
                          # Execute main()
                          if __name__=='__main__':
                              main()
                          

                          Cheers,
                          moko

                          ferdinandF 1 Reply Last reply Reply Quote 0
                          • ferdinandF
                            ferdinand @moko
                            last edited by ferdinand

                            Hi,

                            @moko said in Texture renaming:

                            I throw out the undo function because i dont know if it can adress the os part. Is this possible to have an undo on os.rename?

                            No, there is no Undo for os.rename. You could hook into the Undo APIs provided by Windows and MacOS, but that would be probably overly complicated and also very unsafe.

                            The easiest way to implement this, would be to create a dictionary of old_file_path and new_file_path key-value pairs and write to it every time you rename something. With that you could unwind renaming operations.

                            There are however multiple problems with this.

                            1. If I am not mistaken, your script has no safe-guard against the user renaming a texture multiple times and therefor rendering previous references invalid. This is a problem on its own, but it would also defeat the mentioned naive implementation of an Undo stack with a dictionary.
                            2. This would also require a persistently running piece of code, where you could store that dictionary. The script manager script and all its states just vanish once it has been executed. You would have at least provide a asynchronous dialog that can stay open until the user decides that he/she is done with the renaming (and undoing). Or a full blown plugin if you do not want to have a dialog dangling around. You could technically store your Undo data somewhere else, like for example in the scene or in the running Python instance, but this would fall into the domain of "hacks".
                            3. Also implementing a proper undo stack for renaming operations is not as trivial as it might seem, because you would also have to keep track of all modifications made to the tracked files, including these that are not made by you, and properly react to them, if you do not want the Undo feature causing potentially critical conflicts.

                            So all in all not really worth the hassle.

                            Cheers,
                            zipit

                            MAXON SDK Specialist
                            developers.maxon.net

                            M 1 Reply Last reply Reply Quote 0
                            • M
                              moko @ferdinand
                              last edited by

                              @zipit

                              hm yes this sounds too complicated overall, particularly point 3 there could so much happen on the os side.
                              A gui with more options like renaming the hole texturename or a replace option of certain words could be the way forward. Instead of undo it would be easy then to rename the texture with he old name etc.
                              for now im happy how this works and let this solved.

                              Much Thanks!
                              Cheers,
                              moko

                              1 Reply Last reply Reply Quote 0
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