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    Priority Delay on Stacking Skin Deformers

    Cinema 4D SDK
    r21 python
    5
    16
    1.7k
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    • ManuelM
      Manuel
      last edited by

      @bentraje said in Priority Delay on Stacking Skin Deformers:

      RE: You can add an expression based operator between two skindeformer.
      I'm not sure I understand, isn't the Python Tag I used already the expression based operator between two skindeformer

      Sorry i mean "you can't add" the negation is important on that case.

      cheers,
      Manuel

      MAXON SDK Specialist

      MAXON Registered Developer

      1 Reply Last reply Reply Quote 1
      • B
        bentraje
        last edited by

        @m_magalhaes
        Ah gotcha. I guess there is no way around this, yet.

        Thanks for the confirmation.

        1 Reply Last reply Reply Quote 0
        • B
          bentraje
          last edited by

          Hi,

          Any update on this one on the latest release (S24)?

          1 Reply Last reply Reply Quote 0
          • ManuelM
            Manuel
            last edited by

            hi,
            it's still a limitation.

            Cheers,
            Manuel

            MAXON SDK Specialist

            MAXON Registered Developer

            1 Reply Last reply Reply Quote 0
            • B
              bentraje
              last edited by

              Gotcha.
              Thanks for the response. Will close this thread for now.

              1 Reply Last reply Reply Quote 0
              • ?
                A Former User
                last edited by

                @m_magalhaes Hello! I just want to add to this and say that this limitation is REALLY holding back C4D for rigging and thereby character animation. I would very much hope that the developers will allow the Skin Deformer's Priority to be set. It is my understanding that the Neutron node-based version of C4D will not have Priorities (THANK GOD!) but I don't know how long we will have to wait to be able to use it for character rigging.

                1 Reply Last reply Reply Quote 1
                • jochemdkJ
                  jochemdk
                  last edited by jochemdk

                  Hi, @m_magalhaes & the rest,
                  Joints & skins work a bit differently than setting priorities in the usual way..
                  Basically, only the first line changes @ the "declaration" of pd.

                  Hope this helps, Jochem

                  for item in items: # .. a list with objects or tags..
                  	# prioGeneric
                  	pd = item[c4d.EXPRESSION_PRIORITY]
                  	pd.SetPriorityValue(c4d.PRIORITYVALUE_MODE, 4) # 4 = Generators (as an example..)
                  	pd.SetPriorityValue(c4d.PRIORITYVALUE_PRIORITY, 412)
                  	item[c4d.EXPRESSION_PRIORITY] = pd
                  
                  for j in joints: # .. a list with joints..
                  	# prioJoints
                  	pd = j[c4d.ID_CA_JOINT_OBJECT_PRIORITY]
                  	pd.SetPriorityValue(c4d.PRIORITYVALUE_MODE, 4)
                  	pd.SetPriorityValue(c4d.PRIORITYVALUE_PRIORITY, 413)
                  	j[c4d.ID_CA_JOINT_OBJECT_PRIORITY] = pd
                  
                  for s in skins: # .. a list with skins..
                  	# prioSkins
                  	pd = s[c4d.ID_CA_SKIN_OBJECT_PRIORITY]
                  	pd.SetPriorityValue(c4d.PRIORITYVALUE_MODE, 4)
                  	pd.SetPriorityValue(c4d.PRIORITYVALUE_PRIORITY, 414)
                  	s[c4d.ID_CA_SKIN_OBJECT_PRIORITY] = pd
                  
                  1 Reply Last reply Reply Quote 0
                  • jochemdkJ
                    jochemdk
                    last edited by jochemdk

                    Hmmm… some extra notes: Although it’s possible to change the priority of skin deformers - it’s of no use.
                    The documentation states that priorities only will be applied if the “Force” option under “Include” is turned on.
                    But that’s not for polygon objects.

                    So in my case, I wanted to set skin deformers after dynamics had been applied, but that’s a no-go.
                    The only alternative I found was to add an extra pythonTag (Gen.412), which updated all meshes.
                    This means that on render time all works well, but in the viewport it will still lag 1 frame 😞

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

                      Hello @jochemdk,

                      thank you for reaching out to us. I am not sure if your postings are questions, please remember to open a new thread for questions of your own. @m_magalhaes is also currently on vacation, so he will not respond here any time soon.

                      Thank you for your understanding,
                      Ferdinand

                      MAXON SDK Specialist
                      developers.maxon.net

                      jochemdkJ 1 Reply Last reply Reply Quote 0
                      • jochemdkJ
                        jochemdk @ferdinand
                        last edited by

                        Hi @ferdinand, I was working on a similar topic, trying to change the prio of skin deformers to "after dynamics"... (didn't want to start a new thread, thx for replying anyway:)

                        1 Reply Last reply Reply Quote 0
                        • ManuelM
                          Manuel
                          last edited by

                          Hi,

                          for me you still have the issue of priority. Does it solve the problem?

                          Cheers,
                          Manuel

                          MAXON SDK Specialist

                          MAXON Registered Developer

                          jochemdkJ 1 Reply Last reply Reply Quote 0
                          • jochemdkJ
                            jochemdk @Manuel
                            last edited by

                            Hi @m_magalhaes,

                            No there's still a problem, but for now it seams to be unsolvable.. It would be nice if C4D would allow for priority changes on the skin deformer - for polygon objects.

                            1 Reply Last reply Reply Quote 0
                            • B
                              bentraje
                              last edited by

                              Hi,

                              Just checking if this is now resolved in the current version of C4D (2023).

                              1 Reply Last reply Reply Quote 0
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