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    Generator plugin and loading preset objects from file (cache issue?)

    Cinema 4D SDK
    python
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    • ferdinandF
      ferdinand
      last edited by ferdinand

      Hi,

      as I have ran into funky call orderingd in ObjectData myself, my suspicion would be that you get an error something like this when you add your generator: AttributeError: <some object handle> has no attribute 'loadedObject'. The reason being the execution order and as a result your GVO will have terminated irregularly.

      You could simply determine inside your GVO if your generator has to be initialised to circumvent these problems.

      Cheers,
      zipit

      MAXON SDK Specialist
      developers.maxon.net

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      • fuchsundvogelF
        fuchsundvogel
        last edited by

        Hey zipit,

        thank you very much for your answer!

        No errors in the console at all (unfortunately? 😁). Also no change if i add a check for self.loadedObject. Or even load the object in the GVO itself. So it looks like the order is not the problem here. The loaded object seems to be present.

        Jens

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        • ManuelM
          Manuel
          last edited by

          hi,

          you probably have some generator (hypernurbs, SweepNurbs ?

          Cheers,
          Manuel

          MAXON SDK Specialist

          MAXON Registered Developer

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          • fuchsundvogelF
            fuchsundvogel
            last edited by fuchsundvogel

            Hey Manuel,

            no, the scene I load is just a simple cube object.
            Initially I started with SweepNurbs and also suspected them to be the problem but then noticed it already happens with simple objects.

            This old post I found seems to be a similar problem or even the same.
            https://developers.maxon.net/forum/topic/11787/make-editable-an-object-generated-by-getvirtualobjects
            Unfortunately the issue was not solved. The original poster gave up on loading presets and created them in code which is not sensible for me because the presets will be quite complex.

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            • ferdinandF
              ferdinand
              last edited by

              Hi,

              total shot in the dark, but have you tried building the caches on the document you retrieve the object from? Technically Cinema should build caches recursively, but maybe there is something going wrong with the dirty state of the loaded object, which prevents Cinema to properly evaluate its cache the first time GVO is being invoked? Alternatively you could probably also increment the cache dirty counter of that object (via BaseObject.SetDirty).

              Cheers,
              zipit

              MAXON SDK Specialist
              developers.maxon.net

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              • ManuelM
                Manuel
                last edited by Manuel

                hi,

                This is working. But the cache of the generators will not be cloned. It's working with simple object.
                Also, if you want to import Material or change the scene in any way, you can't do it in GVO (as said in the other thread)

                I'm still looking to find a solution.

                   def Init(self, op):
                        self.InitAttr(op, float, [c4d.ONEFLOAT])
                
                        op[c4d.ONEFLOAT] = 10.0
                        #loading preset file and save first object internally
                        if self.loadedObject is None:
                            location = "C:\\Users\\Manuel Magalhaes\\Desktop\\temp\\sweep.c4d"
                            presetDoc = c4d.documents.LoadDocument(location, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_SAVECACHES | c4d.SCENEFILTER_MATERIALS, None)
                            if presetDoc is None:
                                print ("can't load the file")
                                return False
                            firstObject = presetDoc.GetFirstObject()
                            
                            presetDoc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)
                            presetDoc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)
                            
                
                            self.loadedObject = firstObject.GetClone()
                            if self.loadedObject is None:
                                return False
                
                        return True
                    
                    def GetVirtualObjects(self, op, hierarchyhelp):
                        
                       
                
                
                        if self.loadedObject is None:
                            return c4d.BaseObject(c4d.Onull)
                      
                        return self.loadedObject.GetClone()
                
                

                Cheers,
                Manuel

                MAXON SDK Specialist

                MAXON Registered Developer

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                • fuchsundvogelF
                  fuchsundvogel
                  last edited by fuchsundvogel

                  Hey Manuel,

                  thanks for your code and for investing time into that!

                  I tried it and found some problems:

                  • Probably what you meant by 'cache will not be cloned': object is still invisible in the beginning until you refresh. But converting the generator works fine (that is because you omitted the .GetClone() in GVO I think).
                  • Because you don't return a clone in GVO you get ReferenceError: the object 'c4d.BaseObject' is not alive when switching documents. But if you do so you can't use 'Make editable'.

                  I think your code behaves the same as mine from the first post if you omit the .GetClone() in GVO there. I am not sure if the c4d.SCENEFILTER_SAVECACHES loading flag and ExecutePasses change anything. I have to add I only tested with a cube as preset. I could be the case that some of that is needed for Sweeps or the like.

                  Jens

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                  • ManuelM
                    Manuel
                    last edited by Manuel

                    @fuchsundvogel said in Generator plugin and loading preset objects from file (cache issue?):

                    Because you don't return a clone in GVO you get ReferenceError: the object 'c4d.BaseObject' is not alive when switching documents. But if you do so you can't use 'Make editable'.

                    good point on that one.

                    A simple cube is a generator. That's what the GVO is doing, create that geometry and create the cache.
                    In our case, if you clone the generator, the cache will not be cloned. That's the problem here.
                    None of the generator will be displayed because their cache isn't created.

                    If you are using edited geometry it's working pretty fine.

                    I need to search a bit more if it's even possible to do it. (we are not in a real ordinary case)

                    Cheers,
                    Manuel

                    MAXON SDK Specialist

                    MAXON Registered Developer

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                    • ManuelM
                      Manuel
                      last edited by Manuel

                      hi,

                      pretty interesting that if you add your object inside a null, it kind of work but if you edit the object, the content will be edited as well.
                      But that may be enough for your need

                         def GetVirtualObjects(self, op, hierarchyhelp):
                      
                              location = "C:\\Users\\Manuel Magalhaes\\Desktop\\temp\\blender.c4d"
                              presetDoc = c4d.documents.LoadDocument(location, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_SAVECACHES | c4d.SCENEFILTER_MATERIALS, None)
                              if presetDoc is None:
                                  print ("can't load the file")
                                  return None
                              
                              presetDoc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)
                              presetDoc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)
                              
                              firstObject = presetDoc.GetFirstObject()
                              parent = c4d.BaseObject(c4d.Onull)
                              firstObject.InsertUnder(parent)
                      
                              return parent
                      
                      

                      Of course, GVO isn't the right place to load files. But if you do it in the Init function, it will not work.

                      Cheers,
                      Manuel

                      MAXON SDK Specialist

                      MAXON Registered Developer

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                      • ManuelM
                        Manuel
                        last edited by

                        hi

                        can we considered this thread as solved ? (even if there's no real right answer)

                        Cheers,
                        Manuel

                        MAXON SDK Specialist

                        MAXON Registered Developer

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