• 0 Votes
    2 Posts
    98 Views
    ferdinandF
    Hey @Pheolix, Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: How to Ask Questions. About your First Question Your code looks generally good, especially for someone who is starting out with the API you did really well. With that being said, I do not really understand what you want to do: ... plugin that maps and arranges textures onto a pixel grid. The goal is to make it easier to create voxel-style or Minecraft-like models by linking real-world units (e.g., centimeters) to pixels. (for example, 1 pixel = 6.25 cm) A few pointers: A CommandData plugin is the perfect choice when you want to manipulate the scene without any restrictions and are fine with always having to press a button run your logic. Scene element plugins, e.g., objects, tags, etc. on the other hand will carry out their logic on their own when a scene update is invoked. But they come with the restriction that their major payload functions (ObjectData::Execucte, ObjectData::GetVirtualObjects, TagData::Execute, etc.) run in their own threads (so that scene execution is parallelized) and therefore are subject to threading restrictions (I am aware that you are on C++, but the Python docs are better on this subject). So, for example, in a TagData::Execute you would not be allowed to allocate a new UVW tag on the object that is also hosting your plugin tag. But you could implement a button in the description of the tag, which when clicked cerates your setup (because TagData::Message runs on the main thread and you therefore are there allowed to add and remove scene data). With TagData:Execute you could then continuously update the UVW tag you are targeting on each scene update (changing parameter values of other scene elements is fine when tags are executed). This workflow is not necessarily better than a command, I am just showing you an option. Commands are also easier to implement for beginners than a scene element. When you talk about units, you should be aware that both the object and texture coordinate system are unitless. What you see in edit fields, is just smoke and mirrors. We recently talked here about this subject. You did get the major gist of our error handling but what you do with maxon::Failed is not quite correct. It is meant to test the return value of a Result<T> for having returned an error instance instead of T. When you want to indicate an error, you must return an error, e.g.,: // Not correct. if (!doc || !selectedObject || !bitmap || !foundTag) return maxon::FAILED;T // This is how one indicates that a function failed because something was a nullptr. if (!doc || !selectedObject || !bitmap || !foundTag) return maxon::NullptrError(MAXON_SOURCE_LOCATION, "Could not get hold of scene data."_s); // For a function which is of type Result<void>, its also totally fine to do this on an error. void functions // can fail successfully, it is up to you to decide if an error is critical enough to halt execution of if you just // want it to silently terminate. if (!doc || !selectedObject || !bitmap || !foundTag) return maxon::OK; // we are okay with failing here. For details see Error handling and Error Types Cheers, Ferdinand
  • 0 Votes
    4 Posts
    178 Views
    M
    I'm not sure I understand you correctly, you do not have to use QuickTabRadio bar with resource, you just retrieve the int value of the parameter, in the case of the previous example I share with a GetInt32(c4d.MGCLONER_VOLUMEINSTANCES_MODE). If you can provide a code example of what is blocking you that would be nice. You can find a non-exhaustive list of type of control available in *res file within the C++ documentation in Description Resource. Cheers, Maxime.
  • 0 Votes
    4 Posts
    169 Views
    ferdinandF
    Hey, thanks for the extended code, but I still cannot run this, as it is only a fragment So, I only have a very rough understanding of what is going wrong. A likely issue apart from you just having a bug in your hit logic, is that you use the wrong coordinate system. if msg[c4d.BFM_INPUT_DEVICE] == c4d.BFM_INPUT_MOUSE \ and msg[c4d.BFM_INPUT_CHANNEL] == c4d.BFM_INPUT_MOUSELEFT \ and msg[c4d.BFM_INPUT_VALUE]: local_x = msg[c4d.BFM_INPUT_X] local_y = msg[c4d.BFM_INPUT_Y] scroll_y = self.dialog.get_scroll_offset() I would have to check myself, but there is some inconsistency with which dialogs send mouse input messages regarding the used coordinate system. Sometimes they send messages in the coordinate system of the dialog and sometimes messages in the coordinate system of the gadget. Just print out your (local_x and local_y) and check if the values make sense as local coordinates as you seem to treat them. On GeUserArea are multiple coordinate conversion methods. I think BFM_INPUT in this context is in local user area coordinates but I am not sure, it could also be that you have to convert them. The other thing is of course that you add this self.dialog.get_scroll_offset() on top of things. I assume this is sourced by something like GeDialog.GetVisibleArea? There you could also unintentionally mix coordinate systems. Cheers, Ferdinand
  • 0 Votes
    2 Posts
    191 Views
    ferdinandF
    Hello @writing-qi, Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: How to Ask Questions. About your First Question Please familiarize yourself with our support guidelines, your first question is composed out of multiple explicit and implicit questions and also lacks executable code, which makes it rather hard to answer. GetDescription() returns parameters but all show "Access Failed" There is no such error in our API. I assume you mean an error like this instead: AttributeError: Parameter value not accessible (object unknown in Python). The Cinema 4D API is primarily a C++ API and therefore exist data types that simply have not been ported to Python. For example, many objects have the parameters ID_BASELIST_ICON_PRESET_BUTTONS and ID_BASELIST_NODESPACE_ADD_REMOVE_BUTTONS (which are usually hidden) and when you try to access them, it will raise an error, because the respective data types simply have not been wrapped, so the Python API has no idea what to do with the data held by these parameters. In Redshift, which started out as a third party plugin and is still an optional feature of Cinema 4D, many data types have never been ported to Python which makes them simply inaccessible. But Redshift usually decomposes their data via channel decomposition. I.e., the parameter for a "Texture" (CUSTOMDATATYPE_RSFILE) itself is not exposed, but its sub channels such as the path, tiling, etc. are. This has been discussed quite a few times before on the forum, for example here. What is the correct API to enumerate all parameters in RS Shader Graph? Well, descriptions are the tool for that, but descriptions also contain things where you cannot get/set a parameter, either because the data type is not exposed to Python or simply because there is nothing to get and set. The next SDK release will also contain a function called mxutils.GetParameterTreeString which allows you to visualize the sensible parameters of a scene element. But neither it nor c4d.Description.__iter__ will automatically unfold sub-channels. E.g., when you come along a node which has a parameter of type DYTPE_VECTOR at ID_MY_VECTOR_PRAM, the description will yield you a parameter at ID_MY_VECTOR_PRAM but not its sub-channels (ID_MY_VECTOR_PRAM, VECTOR_X), (ID_MY_VECTOR_PRAM, VECTOR_Y), and (ID_MY_VECTOR_PRAM, VECTOR_Z). The same goes for Redshift datatypes, when you come across a parameter of type CUSTOMDATATYPE_RSFILE, e.g., for the 'Image > File' (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0) parameter of an RS Texture node. The description will list the parameter for REDSHIFT_SHADER_TEXTURESAMPLER_TEX0 for that node but not its nested parameters, such as [c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0,c4d.REDSHIFT_FILE_PATH], [..,c4d.REDSHIFT_FILE_LAYER], [...,c4d.REDSHIFT_FILE_COLORSPACE], etc. will not be listed. I am afraid there is no abstracted way to solve this in Python. You would need access to the datatype registries which you do not have in Python. And even in the public C++ API, I currently do not see a way to do this. You need access to our internal API to be able to query a data type for the sub-channels it does register. But you could of course just hardcode the cases, I have given a small example below for CUSTOMDATATYPE_RSFILE, it is not that much work for one data type. But Redshift did use a lot of custom data types in its old Xpresso system, so wrapping them all could be a bit of work (but should still be doable). Cheers, Ferdinand Output For this graph: [image: 1755687318630-72414249-863b-4c13-8acd-5247941e64b3-image.png] RS Xpresso Material: <c4d.BaseMaterial object called RS C4D Shader/RS Shader Graph with ID 1036224 at 1819322820416> Found Xpresso node: <c4d.modules.graphview.GvNode object called Shader Graph/XGroup with ID 1001102 at 1818547015360> Parameter 'Icon File / ID'(c4d.ID_BASELIST_ICON_FILE) = Parameter 'Icon Color'(c4d.None) = 0 Parameter 'Color'(c4d.ID_BASELIST_ICON_COLOR) = Vector(0, 0, 0) Parameter ''(c4d.ID_BASELIST_ICON_PRESET_BUTTONS) = Inaccessible in Python Parameter 'Name'(c4d.ID_BASELIST_NAME) = Shader Graph Parameter 'Layer'(c4d.ID_LAYER_LINK) = None Parameter ''(c4d.ID_BASELIST_NODESPACE_ADD_REMOVE_BUTTONS) = Inaccessible in Python Parameter 'Enabled'(c4d.ID_GVBASE_ENABLE) = 1 Parameter 'Title Color'(c4d.ID_GVBASE_COLOR) = Vector(0.38, 0.384, 0.392) Parameter 'Remark'(c4d.ID_GVBASE_REMARK) = Parameter 'Inputs First'(c4d.GV_GROUP_INPUTS_FIRST) = 0 Parameter 'Active'(c4d.GV_GROUP_ACTIVE) = 0 Found Xpresso node: <c4d.modules.graphview.GvNode object called Output/Output with ID 1001101 at 1819032444352> Parameter 'Icon File / ID'(c4d.ID_BASELIST_ICON_FILE) = Parameter 'Icon Color'(c4d.None) = 0 Parameter 'Color'(c4d.ID_BASELIST_ICON_COLOR) = Vector(0, 0, 0) Parameter ''(c4d.ID_BASELIST_ICON_PRESET_BUTTONS) = Inaccessible in Python Parameter 'Name'(c4d.ID_BASELIST_NAME) = Output Parameter 'Layer'(c4d.ID_LAYER_LINK) = None Parameter ''(c4d.ID_BASELIST_NODESPACE_ADD_REMOVE_BUTTONS) = Inaccessible in Python Parameter 'Enabled'(c4d.ID_GVBASE_ENABLE) = 1 Parameter 'Title Color'(c4d.ID_GVBASE_COLOR) = Vector(0.286, 0.329, 0.463) Parameter 'Remark'(c4d.ID_GVBASE_REMARK) = Parameter 'Material ID'(c4d.GV_REDSHIFT_OUTPUT_MATERIAL_ID) = 0 Found Xpresso node: <c4d.modules.graphview.GvNode object called RS Material/RS Shader with ID 1001101 at 1819032542400> Parameter 'Icon File / ID'(c4d.ID_BASELIST_ICON_FILE) = Parameter 'Icon Color'(c4d.None) = 0 Parameter 'Color'(c4d.ID_BASELIST_ICON_COLOR) = Vector(0, 0, 0) Parameter ''(c4d.ID_BASELIST_ICON_PRESET_BUTTONS) = Inaccessible in Python Parameter 'Name'(c4d.ID_BASELIST_NAME) = RS Material Parameter 'Layer'(c4d.ID_LAYER_LINK) = None Parameter ''(c4d.ID_BASELIST_NODESPACE_ADD_REMOVE_BUTTONS) = Inaccessible in Python Parameter 'Enabled'(c4d.ID_GVBASE_ENABLE) = 1 Parameter 'Title Color'(c4d.ID_GVBASE_COLOR) = Vector(0.529, 0.345, 0.333) Parameter 'Remark'(c4d.ID_GVBASE_REMARK) = Parameter 'Version'(c4d.GV_REDSHIFT_SHADER_META_VERSION) = 17 Parameter 'Shader Class'(c4d.GV_REDSHIFT_SHADER_META_CLASSNAME) = Material Parameter 'preset'(c4d.REDSHIFT_SHADER_MATERIAL_PRESET) = 65536 Parameter 'diffuse_color'(c4d.REDSHIFT_SHADER_MATERIAL_DIFFUSE_COLOR) = Vector(0.5, 0.5, 0.5) Parameter 'diffuse_weight'(c4d.REDSHIFT_SHADER_MATERIAL_DIFFUSE_WEIGHT) = 1.0 Parameter 'diffuse_roughness'(c4d.REDSHIFT_SHADER_MATERIAL_DIFFUSE_ROUGHNESS) = 0.0 Parameter 'transl_color'(c4d.REDSHIFT_SHADER_MATERIAL_TRANSL_COLOR) = Vector(0.5, 0.5, 0.5) Parameter 'transl_weight'(c4d.REDSHIFT_SHADER_MATERIAL_TRANSL_WEIGHT) = 0.0 Parameter 'refl_color'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_COLOR) = Vector(1, 1, 1) Parameter 'refl_weight'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_WEIGHT) = 1.0 Parameter 'refl_roughness'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_ROUGHNESS) = 0.0 Parameter 'refl_samples'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_SAMPLES) = 16 Parameter 'refl_brdf'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_BRDF) = 0 Parameter 'refl_aniso'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_ANISO) = 0.0 Parameter 'refl_aniso_rotation'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_ANISO_ROTATION) = 0.0 Parameter 'refl_fresnel_mode'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_FRESNEL_MODE) = 3 Parameter 'refl_reflectivity'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_REFLECTIVITY) = Vector(0.04, 0.04, 0.04) Parameter 'refl_edge_tint'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_EDGE_TINT) = Vector(0, 0, 0) Parameter 'refl_ior3'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_IOR3) = Vector(1.5, 1.5, 1.5) Parameter 'refl_k3'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_K3) = Vector(0, 0, 0) Parameter 'refl_metalness'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_METALNESS) = 0.0 Parameter 'refl_ior'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_IOR) = 1.5 Parameter 'sheen_color'(c4d.REDSHIFT_SHADER_MATERIAL_SHEEN_COLOR) = Vector(1, 1, 1) Parameter 'sheen_weight'(c4d.REDSHIFT_SHADER_MATERIAL_SHEEN_WEIGHT) = 0.0 Parameter 'sheen_roughness'(c4d.REDSHIFT_SHADER_MATERIAL_SHEEN_ROUGHNESS) = 0.30000001192092896 Parameter 'sheen_samples'(c4d.REDSHIFT_SHADER_MATERIAL_SHEEN_SAMPLES) = 64 Parameter 'refr_color'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_COLOR) = Vector(1, 1, 1) Parameter 'refr_weight'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_WEIGHT) = 0.0 Parameter 'refr_roughness'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_ROUGHNESS) = 0.0 Parameter 'refr_samples'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_SAMPLES) = 8 Parameter 'refr_ior'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_IOR) = 1.5 Parameter 'refr_use_base_IOR'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_USE_BASE_IOR) = 1 Parameter 'refr_abbe'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_ABBE) = 0.0 Parameter 'refr_thin_walled'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_THIN_WALLED) = 0 Parameter 'ss_unitsMode'(c4d.REDSHIFT_SHADER_MATERIAL_SS_UNITSMODE) = 0 Parameter 'refr_transmittance'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_TRANSMITTANCE) = Vector(1, 1, 1) Parameter 'refr_absorption_scale'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_ABSORPTION_SCALE) = 0.009999999776482582 Parameter 'ss_extinction_coeff'(c4d.REDSHIFT_SHADER_MATERIAL_SS_EXTINCTION_COEFF) = Vector(0, 0, 0) Parameter 'ss_extinction_scale'(c4d.REDSHIFT_SHADER_MATERIAL_SS_EXTINCTION_SCALE) = 0.009999999776482582 Parameter 'ss_scatter_coeff'(c4d.REDSHIFT_SHADER_MATERIAL_SS_SCATTER_COEFF) = Vector(1, 1, 1) Parameter 'ss_amount'(c4d.REDSHIFT_SHADER_MATERIAL_SS_AMOUNT) = 0.0 Parameter 'ss_phase'(c4d.REDSHIFT_SHADER_MATERIAL_SS_PHASE) = 0.0 Parameter 'ss_samples'(c4d.REDSHIFT_SHADER_MATERIAL_SS_SAMPLES) = 16 Parameter 'ms_amount'(c4d.REDSHIFT_SHADER_MATERIAL_MS_AMOUNT) = 0.0 Parameter 'ms_radius_scale'(c4d.REDSHIFT_SHADER_MATERIAL_MS_RADIUS_SCALE) = 100.0 Parameter 'ms_mode'(c4d.REDSHIFT_SHADER_MATERIAL_MS_MODE) = 1 Parameter 'ms_samples'(c4d.REDSHIFT_SHADER_MATERIAL_MS_SAMPLES) = 64 Parameter 'ms_include_mode'(c4d.REDSHIFT_SHADER_MATERIAL_MS_INCLUDE_MODE) = 1 Parameter 'ms_color0'(c4d.REDSHIFT_SHADER_MATERIAL_MS_COLOR0) = Vector(1, 0.9, 0.7) Parameter 'ms_weight0'(c4d.REDSHIFT_SHADER_MATERIAL_MS_WEIGHT0) = 1.0 Parameter 'ms_radius0'(c4d.REDSHIFT_SHADER_MATERIAL_MS_RADIUS0) = 1.0 Parameter 'ms_color1'(c4d.REDSHIFT_SHADER_MATERIAL_MS_COLOR1) = Vector(1, 0.9, 0.7) Parameter 'ms_weight1'(c4d.REDSHIFT_SHADER_MATERIAL_MS_WEIGHT1) = 0.0 Parameter 'ms_radius1'(c4d.REDSHIFT_SHADER_MATERIAL_MS_RADIUS1) = 1.0 Parameter 'ms_color2'(c4d.REDSHIFT_SHADER_MATERIAL_MS_COLOR2) = Vector(1, 0.9, 0.7) Parameter 'ms_weight2'(c4d.REDSHIFT_SHADER_MATERIAL_MS_WEIGHT2) = 0.0 Parameter 'ms_radius2'(c4d.REDSHIFT_SHADER_MATERIAL_MS_RADIUS2) = 1.0 Parameter 'coat_color'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_COLOR) = Vector(1, 1, 1) Parameter 'coat_weight'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_WEIGHT) = 0.0 Parameter 'coat_roughness'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_ROUGHNESS) = 0.0 Parameter 'coat_samples'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_SAMPLES) = 16 Parameter 'coat_brdf'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_BRDF) = 0 Parameter 'coat_fresnel_mode'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_FRESNEL_MODE) = 3 Parameter 'coat_reflectivity'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_REFLECTIVITY) = Vector(0.027, 0.027, 0.027) Parameter 'coat_ior3'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_IOR3) = Vector(1.4, 1.4, 1.4) Parameter 'coat_ior'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_IOR) = 1.399999976158142 Parameter 'coat_transmittance'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_TRANSMITTANCE) = Vector(1, 1, 1) Parameter 'coat_thickness'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_THICKNESS) = 0.10000000149011612 Parameter 'coat_bump_input'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_BUMP_INPUT) = Vector(0, 0, 0) Parameter 'overall_color'(c4d.REDSHIFT_SHADER_MATERIAL_OVERALL_COLOR) = Vector(1, 1, 1) Parameter 'opacity_color'(c4d.REDSHIFT_SHADER_MATERIAL_OPACITY_COLOR) = Vector(1, 1, 1) Parameter 'emission_color'(c4d.REDSHIFT_SHADER_MATERIAL_EMISSION_COLOR) = Vector(0, 0, 0) Parameter 'emission_weight'(c4d.REDSHIFT_SHADER_MATERIAL_EMISSION_WEIGHT) = 0.0 Parameter 'bump_input'(c4d.REDSHIFT_SHADER_MATERIAL_BUMP_INPUT) = Vector(0, 0, 0) Parameter 'depth_override'(c4d.REDSHIFT_SHADER_MATERIAL_DEPTH_OVERRIDE) = 0 Parameter 'refl_depth'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_DEPTH) = 3 Parameter 'refl_enablecutoff'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_ENABLECUTOFF) = 0 Parameter 'refl_cutoff'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_CUTOFF) = 0.009999999776482582 Parameter 'skip_inside_refl'(c4d.REDSHIFT_SHADER_MATERIAL_SKIP_INSIDE_REFL) = 1 Parameter 'refr_depth'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_DEPTH) = 5 Parameter 'refr_enablecutoff'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_ENABLECUTOFF) = 0 Parameter 'refr_cutoff'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_CUTOFF) = 0.009999999776482582 Parameter 'combined_depth'(c4d.REDSHIFT_SHADER_MATERIAL_COMBINED_DEPTH) = 6 Parameter 'diffuse_direct'(c4d.REDSHIFT_SHADER_MATERIAL_DIFFUSE_DIRECT) = 1.0 Parameter 'diffuse_indirect'(c4d.REDSHIFT_SHADER_MATERIAL_DIFFUSE_INDIRECT) = 1.0 Parameter 'refl_direct'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_DIRECT) = 1.0 Parameter 'refl_indirect'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_INDIRECT) = 1.0 Parameter 'refl_isGlossiness'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_ISGLOSSINESS) = 0 Parameter 'coat_direct'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_DIRECT) = 1.0 Parameter 'coat_indirect'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_INDIRECT) = 1.0 Parameter 'coat_isGlossiness'(c4d.REDSHIFT_SHADER_MATERIAL_COAT_ISGLOSSINESS) = 0 Parameter 'sheen_direct'(c4d.REDSHIFT_SHADER_MATERIAL_SHEEN_DIRECT) = 1.0 Parameter 'sheen_indirect'(c4d.REDSHIFT_SHADER_MATERIAL_SHEEN_INDIRECT) = 1.0 Parameter 'sheen_isGlossiness'(c4d.REDSHIFT_SHADER_MATERIAL_SHEEN_ISGLOSSINESS) = 0 Parameter 'refr_isGlossiness'(c4d.REDSHIFT_SHADER_MATERIAL_REFR_ISGLOSSINESS) = 0 Parameter 'decoupleIORFromRoughness'(c4d.REDSHIFT_SHADER_MATERIAL_DECOUPLEIORFROMROUGHNESS) = 0 Parameter 'shadow_opacity'(c4d.REDSHIFT_SHADER_MATERIAL_SHADOW_OPACITY) = 0.0 Parameter 'affects_alpha'(c4d.REDSHIFT_SHADER_MATERIAL_AFFECTS_ALPHA) = 1 Parameter 'block_volumes'(c4d.REDSHIFT_SHADER_MATERIAL_BLOCK_VOLUMES) = 1 Parameter 'energyCompMode'(c4d.REDSHIFT_SHADER_MATERIAL_ENERGYCOMPMODE) = 1 Parameter 'overallAffectsEmission'(c4d.REDSHIFT_SHADER_MATERIAL_OVERALLAFFECTSEMISSION) = 0 Parameter 'refl_endmode'(c4d.REDSHIFT_SHADER_MATERIAL_REFL_ENDMODE) = 1 Parameter 'anisotropy_orientation'(c4d.REDSHIFT_SHADER_MATERIAL_ANISOTROPY_ORIENTATION) = 2 Parameter 'anisotropy_uvChannel'(c4d.REDSHIFT_SHADER_MATERIAL_ANISOTROPY_UVCHANNEL) = Parameter 'anisotropy_tangentChannel'(c4d.REDSHIFT_SHADER_MATERIAL_ANISOTROPY_TANGENTCHANNEL) = Found Xpresso node: <c4d.modules.graphview.GvNode object called Baked Texture/RS Shader with ID 1001101 at 1819592565952> Parameter 'Icon File / ID'(c4d.ID_BASELIST_ICON_FILE) = Parameter 'Icon Color'(c4d.None) = 0 Parameter 'Color'(c4d.ID_BASELIST_ICON_COLOR) = Vector(0, 0, 0) Parameter ''(c4d.ID_BASELIST_ICON_PRESET_BUTTONS) = Inaccessible in Python Parameter 'Name'(c4d.ID_BASELIST_NAME) = Baked Texture Parameter 'Layer'(c4d.ID_LAYER_LINK) = None Parameter ''(c4d.ID_BASELIST_NODESPACE_ADD_REMOVE_BUTTONS) = Inaccessible in Python Parameter 'Enabled'(c4d.ID_GVBASE_ENABLE) = 1 Parameter 'Title Color'(c4d.ID_GVBASE_COLOR) = Vector(0.663, 0.624, 0.424) Parameter 'Remark'(c4d.ID_GVBASE_REMARK) = Parameter 'Version'(c4d.GV_REDSHIFT_SHADER_META_VERSION) = 17 Parameter 'Shader Class'(c4d.GV_REDSHIFT_SHADER_META_CLASSNAME) = TextureSampler Parameter 'tex0'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0) = Inaccessible in Python Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1000) = Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1010) = Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1011) = Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1001) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1006) = <c4d.BaseTime object at 0x000001A85FC0EDC0> Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1007) = <c4d.BaseTime object at 0x000001A85FC1F440> Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1009) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1003) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1004) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1005) = 30 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1008) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1002) = 0 Parameter 'tex0_layername'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0_LAYERNAME) = Parameter 'tex0_colorSpace'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0_COLORSPACE) = Parameter 'tex0_gamma'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0_GAMMA) = 1.0 Parameter 'tspace_id'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TSPACE_ID) = Parameter 'mirrorU'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_MIRRORU) = 0 Parameter 'mirrorV'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_MIRRORV) = 0 Parameter 'wrapU'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_WRAPU) = 1 Parameter 'wrapV'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_WRAPV) = 1 Parameter 'scale'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_SCALE) = Vector(1, 1, 0) Parameter 'offset'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_OFFSET) = Vector(0, 0, 0) Parameter 'rotate'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ROTATE) = 0.0 Parameter 'color_multiplier'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_COLOR_MULTIPLIER) = Vector(1, 1, 1) Parameter 'color_offset'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_COLOR_OFFSET) = Vector(0, 0, 0) Parameter 'alpha_multiplier'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ALPHA_MULTIPLIER) = 1.0 Parameter 'alpha_offset'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ALPHA_OFFSET) = 0.0 Parameter 'alpha_is_luminance'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ALPHA_IS_LUMINANCE) = 0 Parameter 'invalid_color'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_INVALID_COLOR) = Inaccessible in Python Parameter 'filter_enable_type'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_FILTER_ENABLE_TYPE) = 2 Parameter 'filter_bicubic'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_FILTER_BICUBIC) = 0 Parameter 'prefer_sharp'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_PREFER_SHARP) = 1 Parameter 'mip_bias'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_MIP_BIAS) = 0.0 Parameter 'tone_map_enable'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TONE_MAP_ENABLE) = 0 Parameter 'default_uv_if_invalid'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_DEFAULT_UV_IF_INVALID) = 1 Found Xpresso node: <c4d.modules.graphview.GvNode object called C4D Brick Shader/C4D Shader with ID 1001101 at 1819592570688> Parameter 'Icon File / ID'(c4d.ID_BASELIST_ICON_FILE) = Parameter 'Icon Color'(c4d.None) = 0 Parameter 'Color'(c4d.ID_BASELIST_ICON_COLOR) = Vector(0, 0, 0) Parameter ''(c4d.ID_BASELIST_ICON_PRESET_BUTTONS) = Inaccessible in Python Parameter 'Name'(c4d.ID_BASELIST_NAME) = C4D Brick Shader Parameter 'Layer'(c4d.ID_LAYER_LINK) = None Parameter ''(c4d.ID_BASELIST_NODESPACE_ADD_REMOVE_BUTTONS) = Inaccessible in Python Parameter 'Enabled'(c4d.ID_GVBASE_ENABLE) = 1 Parameter 'Title Color'(c4d.ID_GVBASE_COLOR) = Vector(0.424, 0.392, 0.541) Parameter 'Remark'(c4d.ID_GVBASE_REMARK) = Parameter 'Width'(c4d.GV_REDSHIFT_BAKER_TEXTURE_WIDTH) = 128 Parameter 'Height'(c4d.GV_REDSHIFT_BAKER_TEXTURE_HEIGHT) = 128 Parameter 'Depth'(c4d.GV_REDSHIFT_BAKER_TEXTURE_DEPTH) = 0 Parameter 'Shader'(c4d.GV_REDSHIFT_BAKER_SHADER) = <c4d.BaseShader object called Brick/Brick with ID 5804 at 1822672588480> Found Xpresso node: <c4d.modules.graphview.GvNode object called file_730884e9656be535~/RS Shader with ID 1001101 at 1819592599488> Parameter 'Icon File / ID'(c4d.ID_BASELIST_ICON_FILE) = Parameter 'Icon Color'(c4d.None) = 0 Parameter 'Color'(c4d.ID_BASELIST_ICON_COLOR) = Vector(0, 0, 0) Parameter ''(c4d.ID_BASELIST_ICON_PRESET_BUTTONS) = Inaccessible in Python Parameter 'Name'(c4d.ID_BASELIST_NAME) = file_730884e9656be535~ Parameter 'Layer'(c4d.ID_LAYER_LINK) = None Parameter ''(c4d.ID_BASELIST_NODESPACE_ADD_REMOVE_BUTTONS) = Inaccessible in Python Parameter 'Enabled'(c4d.ID_GVBASE_ENABLE) = 1 Parameter 'Title Color'(c4d.ID_GVBASE_COLOR) = Vector(0.663, 0.624, 0.424) Parameter 'Remark'(c4d.ID_GVBASE_REMARK) = Parameter 'Version'(c4d.GV_REDSHIFT_SHADER_META_VERSION) = 17 Parameter 'Shader Class'(c4d.GV_REDSHIFT_SHADER_META_CLASSNAME) = TextureSampler Parameter 'tex0'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0) = Inaccessible in Python Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1000) = asset:///file_730884e9656be535~.jpg?name=back-2.jpg&db=MaxonAssets.db (assets.maxon.net) Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1010) = Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1011) = Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1001) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1006) = <c4d.BaseTime object at 0x000001A797214AC0> Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1007) = <c4d.BaseTime object at 0x000001A79721BFC0> Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1009) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1003) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1004) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1005) = 30 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1008) = 0 Sub-channel parameter (REDSHIFT_SHADER_TEXTURESAMPLER_TEX0, 1002) = 0 Parameter 'tex0_layername'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0_LAYERNAME) = Parameter 'tex0_colorSpace'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0_COLORSPACE) = Parameter 'tex0_gamma'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TEX0_GAMMA) = 1.0 Parameter 'tspace_id'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TSPACE_ID) = Parameter 'mirrorU'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_MIRRORU) = 0 Parameter 'mirrorV'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_MIRRORV) = 0 Parameter 'wrapU'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_WRAPU) = 1 Parameter 'wrapV'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_WRAPV) = 1 Parameter 'scale'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_SCALE) = Vector(1, 1, 0) Parameter 'offset'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_OFFSET) = Vector(0, 0, 0) Parameter 'rotate'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ROTATE) = 0.0 Parameter 'color_multiplier'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_COLOR_MULTIPLIER) = Vector(1, 1, 1) Parameter 'color_offset'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_COLOR_OFFSET) = Vector(0, 0, 0) Parameter 'alpha_multiplier'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ALPHA_MULTIPLIER) = 1.0 Parameter 'alpha_offset'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ALPHA_OFFSET) = 0.0 Parameter 'alpha_is_luminance'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_ALPHA_IS_LUMINANCE) = 0 Parameter 'invalid_color'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_INVALID_COLOR) = Inaccessible in Python Parameter 'filter_enable_type'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_FILTER_ENABLE_TYPE) = 2 Parameter 'filter_bicubic'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_FILTER_BICUBIC) = 0 Parameter 'prefer_sharp'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_PREFER_SHARP) = 1 Parameter 'mip_bias'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_MIP_BIAS) = 0.0 Parameter 'tone_map_enable'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_TONE_MAP_ENABLE) = 0 Parameter 'default_uv_if_invalid'(c4d.REDSHIFT_SHADER_TEXTURESAMPLER_DEFAULT_UV_IF_INVALID) = 1 Code """Prints the parameter values of all Xpresso nodes attached to the materials of a document. Adds custom handling for the Redshift data type `CUSTOMDATATYPE_RSFILE` to unfold its sub-channels. Note: This script requires Cinema 4D 2025.0.0 or higher to run because it uses mxutils.RecurseGraph to find all Xpresso nodes in a material. The general approach of this script can however be applied to much older versions of Cinema 4D (up to R21 guaranteed, maybe even older versions). """ import c4d import mxutils doc: c4d.documents.BaseDocument # The currently active document. op: c4d.BaseObject | None # The primary selected object in `doc`. Can be `None`. # A bunch of data types to step over in descriptions because we do not care about them. NO_VALUE_TYPES: list[int] = [ c4d.DTYPE_BUTTON, c4d.DTYPE_CHILDREN, c4d.DTYPE_CHILDS, c4d.DTYPE_DYNAMIC, c4d.DTYPE_GROUP, c4d.DTYPE_MULTIPLEDATA, c4d.DTYPE_NONE, c4d.DTYPE_SEPARATOR, c4d.DTYPE_SUBCONTAINER, c4d.DTYPE_POPUP ] def main() -> None: """Called by Cinema 4D when the script is being executed. """ # Iterate over all materials in the document, stepping over everything that is not an # RS Xpresso material. for material in doc.GetMaterials(): if not material.CheckType(c4d.Mrsgraph): continue # Iterate over all Xpresso nodes owned by this material. #RecurseGraph is a 2025.0.0+ feature. # You can achieve the same effect with the Redshift API in earlier versions of Cinema 4D. But # since you did not share your code, I took this shortcut instead of writing some lengthy code # to find all RS Xpresso nodes for this material. print(f"RS Xpresso Material: {material}") for node in mxutils.RecurseGraph(material, yieldBranches=True, nodeFilter=[c4d.GVbase]): print(f"\tFound Xpresso node: {node}") # Iterate over the description of the node, stepping over all irrelevant data types. description: c4d.Description = node.GetDescription(c4d.DESCFLAGS_DESC_0) data: c4d.BaseContainer pid: c4d.DescID for data, pid, _ in description: if pid[0].dtype in NO_VALUE_TYPES: continue # Now we try to access the data at #pid. This can fail because the data type of #pid # might not be accessible in Python. value: any | None = None try: value = node[pid] except: value = "Inaccessible in Python" print(f"\t\tParameter '{data[c4d.DESC_NAME]}'(c4d.{data[c4d.DESC_IDENT]}) = {value}") # Hardcode one of the data types (CUSTOMDATATYPE_RSFILE) and unfold its sub-channels. if pid[0].dtype == c4d.CUSTOMDATATYPE_RSFILE and len(pid) == 1: for subChannel in (c4d.REDSHIFT_FILE_PATH, c4d.REDSHIFT_FILE_LAYER, c4d.REDSHIFT_FILE_COLORSPACE, c4d.REDSHIFT_FILE_ANIMATION_MODE, c4d.REDSHIFT_FILE_ANIMATION_RANGE_START, c4d.REDSHIFT_FILE_ANIMATION_RANGE_END, c4d.REDSHIFT_FILE_ANIMATION_LOOP_COUNT, c4d.REDSHIFT_FILE_ANIMATION_FRAME_START, c4d.REDSHIFT_FILE_ANIMATION_FRAME_END, c4d.REDSHIFT_FILE_ANIMATION_FRAME_RATE, c4d.REDSHIFT_FILE_ANIMATION_FRAME_OFFSET, c4d.REDSHIFT_FILE_ANIMATION_TIMING_MODE): try: value = node[pid[0].id, subChannel] except: # This, that the sub-chanel is inaccessible too, can also happen, as the # sub-channel could be as much an unwrapped data type as its parent # parameter. Technically, a DescID can be composed out of three # DescLevel, i.e., you could have a parameter X with N sub-channels # where each of the sub-channels could also have N sub-channels, e.g., # (ID_FOO, ID_SUB_1, ID_SUB_1_1). None of these sub-channels has to use # a data type that is wrapped in Python. But something like this is # rather rare. Parameters where the first desc level is not some kind of # container (e.g., DTYPE_SUBCONTAINER), usually only decomposes into # atomic data types that can also be read from Python. But there is no # hard guarantee that this is the case. value = "Sub-channel is inaccessible in Python" print(f"\t\t\tSub-channel parameter ({data[c4d.DESC_IDENT]}, " f"{subChannel}) = {value}") if __name__ == '__main__': main()
  • Bundle fonts with Cinema 4D submissions

    Cinema 4D SDK python 2025 2024
    7
    0 Votes
    7 Posts
    471 Views
    K
    Hey @ferdinand , Sorry for the late replies. You can only answer these with end user support and the beta community. I will do that. Although I haven't used the beta community yet, I'll post the same question there to better understand what the recommended workflows are right now. you would either have to limit the feature to 2024+ clients That's good enough for us. Our plugin officially supports only the latest versions of 2024 and 2025.
  • 0 Votes
    13 Posts
    793 Views
    ferdinandF
    Hey, your second code snippet never sets self._result. Regarding loading vs. cloning documents: That I did it how I did it was no accident, but that does not necessarily mean that cloning things is bad. C4DAtom::GetClone is implemented in the different scene elements independently; i.e., BaseObject::GetClone, BaseDocument::GetClone, BaseTag::GetClone, etc. and C4DAtom::GetClone is just the empty implementation. The different implementations then rely on C4DAtom::CopyTo to copy data from the reference into a new instance of that scene element type. On top of that comes that Cinema 4D is largely Copy-on-Write these days, with data actually only being copied when you try to modify it. This all explains why BaseDocument::GetClone is so inexplicably performant, it just copies the metadata and only copies the real payload of the scene when it has to. On top of that comes that cloning from the same document from multiple threads in parallel could entail read-access violations (although somewhat unlikely). On the other hand, our rendering pipeline does exactly the same, it clones documents for rendering (the cloning is however done on the main thread). I personally would say what you are doing is probably okay, but I would not write such code as example code. I would have to spend more time on this to figure out if this is absolutely safe. Doing the actual cloning off-main-thread seems risky though (but is probably also fine in 99,9% of the cases). Cheers, Ferdinand
  • Edge ring selection

    Cinema 4D SDK 2024 python windows
    2
    0 Votes
    2 Posts
    382 Views
    M
    Hi @Tpaxep, Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: How to Ask Questions. About your First Question The tool has indeed been updated, but the docs were not. Here is how to call it. Note that you have to pass a polygon index, this is mandatory and it needs to be adjacent to one of the vertex to indicate a direction of the ring selection. Here is your script adapted, to be run on a sphere that was made editable. import c4d from c4d import utils def select_ring_edge(obj, v1Id, v2Id, polyId): bc = c4d.BaseContainer() bc.SetData(c4d.MDATA_RING_SEL_STOP_AT_SELECTIONS, False) bc.SetData(c4d.MDATA_RING_SEL_STOP_AT_NON_QUADS, False) bc.SetData(c4d.MDATA_RING_SEL_STOP_AT_POLES, True) bc.SetData(c4d.MDATA_RING_BOTH_SIDES, False) bc.SetData(c4d.MDATA_RING_SWAP_SIDES, False) bc.SetData(c4d.MDATA_RING_FIRST_VERTEX, v1Id) bc.SetData(c4d.MDATA_RING_SECOND_VERTEX, v2Id) bc.SetData(c4d.MDATA_RING_POLYGON_INDEX, polyId) bc.SetData(c4d.MDATA_RING_SELECTION, c4d.SELECTION_NEW) result = c4d.utils.SendModelingCommand( command=c4d.ID_MODELING_RING_TOOL, list=[obj], mode=c4d.MODELINGCOMMANDMODE_EDGESELECTION, bc=bc, doc=c4d.documents.GetActiveDocument(), flags=c4d.MODELINGCOMMANDFLAGS_NONE ) c4d.EventAdd() return result def main(): doc = c4d.documents.GetActiveDocument() obj = doc.GetActiveObject() if obj is None: c4d.gui.MessageDialog("select obj.") return firstVertex = 346 secondVertex = 347 polygonIndex = 312 result = select_ring_edge(obj, firstVertex, secondVertex, polygonIndex) if result: print("DONE") else: print("ERROR") if __name__ == '__main__': main() Note that the same settings also apply for the ID_MODELING_LOOP_TOOL, just modify RING by LOOP in the constant so MDATA_RING_SEL_STOP_AT_SELECTIONS become MDATA_LOOP_SEL_STOP_AT_SELECTIONS. Cheers, Maxime.
  • Crash when using C4D shader in Redshift

    Moved Bugs 2024 c++ windows
    7
    0 Votes
    7 Posts
    1k Views
    S
    Tried to send the crash report on 6/6/25 at 22:08 but I got a message saying there was a problem sending it. The message also says to send it by email so I've sent it to sdk_support(at)maxon(dot)net. Steve
  • 0 Votes
    3 Posts
    634 Views
    O
    @ferdinand Got it, thanks for the heads-up!
  • 0 Votes
    3 Posts
    674 Views
    kangddanK
    @ferdinand Thansk!
  • 0 Votes
    7 Posts
    1k Views
    ferdinandF
    Good to hear!
  • ZBP file format

    ZBrush SDK windows 2024 c++
    2
    0 Votes
    2 Posts
    945 Views
    i_mazlovI
    Hi @madfx, Welcome to the Maxon developers forum and its community, it is great to have you with us! Getting Started Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules. Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment. Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support. Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads. It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: How to Ask Questions. About your First Question I'm sorry for the delayed answer. Unfortunately there's no existing public API that would allow you to do that. Cheers, Ilia
  • 0 Votes
    3 Posts
    686 Views
    K
    Thansk so much for the video, that was a deep dive! For my issue, I resolved it like this: def message(id, data): if(id==c4d.MSG_DESCRIPTION_POSTSETPARAMETER): userDataID = eval(str(data['descid']))[1][0] if userDataID in [2, 4, 5]: c4d.CallButton(op, c4d.OPYTHON_MAKEDIRTY) so, if any user data touched (including fieldlist), the generator updates itself.
  • Reading from the Project Settings

    Cinema 4D SDK c++ 2024
    3
    1
    0 Votes
    3 Posts
    609 Views
    D
    Hi @ferdinand, Sorry about missing that post. This exactly solved my problem, thanks. Dam
  • 0 Votes
    7 Posts
    956 Views
    chuanzhenC
    @i_mazlov Thanks,it works!
  • Change Icon Color parameter

    Cinema 4D SDK 2024 python
    6
    0 Votes
    6 Posts
    805 Views
    chuanzhenC
    @i_mazlov Thanks for your help, it works well.
  • 0 Votes
    3 Posts
    502 Views
    S
    @ferdinand Your response was helpful. Thank you:)
  • 0 Votes
    4 Posts
    670 Views
    ferdinandF
    Hey, Yes, parallel/orthographic projection is effectively just the dot product. The modelling examples cover point plane projections with a function very similar to yours. There is also c4d.utils.PointLineSegmentDistance but I never use it, as it strikes me as more cumbersome to use than just doing the math yourself. Cheers, Ferdinand
  • Show or Hide Object in Viewport

    Cinema 4D SDK 2024 python
    4
    1
    0 Votes
    4 Posts
    694 Views
    ferdinandF
    Sorry, I am rotating on the spot right now, did not yet get to answering here. @gheyret is right, there is still a bug, will give @m_adam a note on Monday.