• 0 Votes
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    ferdinandF
    Your approach is not necessarily worse, one could even argue that it is better. I personally would always avoid manually binding to an OS DLL via ctypes, but that is more a personal preference.
  • 0 Votes
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    ferdinandF
    Hello @vaishhg, Thank you for reaching out to us and your comprehensive yet sparse problem description, this really makes things easier for us. The problem is a bit that you somewhat forgot a crucial part: The scene data :). You provided this: Create a Cinema 4D scene with a Main take (frame range 0-6) Create child takes (V, E, R, A) and override the render data's frame range on each (e.g., V: 0-9, E: 0-23, R: 0-13, A: 0-17) But I cannot recreate a scene with these instructions, unless you meant the second step in a rather metaphorical way (switching the render data itself via takes). I also talked with some of our support specialists, and the consensus seems to be that what you claim to be the case - a scene with take overwritten FROM/TO values - is not possible. What you can do, is create multiple render settings and then activate them via takes. But Takes are a tricky subject, and I would not rule out that you somehow found a way to create take overrides for parameters of a render data instance. If so, please share the scene. Find also a scene attached which demonstrates what I discussed above: A scene that switches the active render data based on takes. It will print this with your script: Take 'Main': FRAMEFROM=0, FRAMETO=90 Take '0_45': FRAMEFROM=0, FRAMETO=45 Take '0_90': FRAMEFROM=0, FRAMETO=90 take_renderdata.c4d So, to formally answer your main question: When my assumptions above are true, your scene is printing the same values because each take does have the same values, as these two parameters are not directly overridable. Cheers, Ferdinand
  • NETWORK_CONNECTTIMEOUT with SSL

    Cinema 4D SDK 2024 c++ 2025 2026
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    R
    For now I am good. If I need further help, I will send the endpoint and function by email.
  • Create Motion Clip Source with Python API

    Cinema 4D SDK python windows 2026
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    J
    Hi @ferdinand, and thank you! Your proof-of-concept and pointing me toward mxutils.GetSceneGraphString() was exactly what I needed to solve this. By using the scene graph dumper on a native UI-generated Motion Source from a rigged character, I realized it's just a standard Ojoint hierarchy with normal CTrack objects. I used GetClone(c4d.COPYFLAGS_NO_HIERARCHY) to perfectly replicate the Ojoint skeleton and injected the time variables into the container, and it maps and plays back perfectly. Thanks again.
  • Batching Slider messages

    Cinema 4D SDK c++ 2026
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    SteveHill3DS
    Thank you. MSG_DESCRIPTION_USERINTERACTION_END is just what was needed.
  • Advice on implementing undo/redo in a Tool

    Cinema 4D SDK c++ 2026
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    ferdinandF
    Hey @SteveHill3D, Storing a tool state in a tag is possible, but a bit unusual. But generally you are on the right track. Tags are also internally often used as hidden data containers. When you write a modelling tool, you probably already found out that points and polygons are are actually stored in hidden tags on objects. I am not sure though if using tags in tools is a good advice, as injecting all that data all the time into the scene graph is probably not the fastest. It depends a bit on what you are doing, but in general the solution is a bit unusual. Cheers, Ferdinand
  • Tile rendering with Cinema 4D

    Cinema 4D SDK python 2026
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    ferdinandF
    @karthikbp As far as I can see this at a glance, this seems to be correct. You already did the most important thing by using RDATA_RENDERREGION and not some camera cropping tricks, so it renders with the full scene data for each tile. There is however one issue, and it depends on the render engine how it is handled. At verbatim, kernels applied to your rendering (e.g., a box filter) will be slightly wrong, because for the the seams of a tile, there is data missing (the seam pixels of the neighboring tile) which would exist in a full rendering. E.g., when you have this, --------------- ---------------- x y Tile A x y Tile B x y --------------- ---------------- a rendering split into two tiles Tile A and Tile B, where x are the 'seam pixels' of Tile A and y are the seam pixels of Tile B. If you would have rendered the whole image in one go, processing one of the xs with a kernel would have included neighboring pixels, i.e., also what is now the seam pixels y of the other tile. So, at the borders of the tile, any filter kernels you will apply will not be quite the same. To prevent that issue, Redshift does render region tiles with an extra border of the maximum size of the kernels used for that rendering. But the standard renderer does not do that. Other render engines which might support our render region setting might not do that either. In such cases, you would have to either live with the small error or render with an extra border yourself, depending on the kernels that will be used., and then crop the final result back. Cheers, Ferdinand
  • 0 Votes
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    ferdinandF
    Hey @aturtur, Thank you for reaching out to us. EventAdd will never really work in script manager scripts in the sense you mean it, unless you use hacks like dangling async dialogs (which as I always point out are a really bad idea). The reason is that Script Manager scripts are blocking, i.e., all scene and GUI execution is being halted until the script finishes. You can hack yourself around this with a dangling async dialog, i.e., a dialog that lives beyond the life time of its script. But that is not a good idea, you should implement some form of plugin to host your asnyc dialog, as you otherwise risk crashes. A modal dialog is just an extension of this. It is right in the name, it is modal, i.e., synchronous. All scene and GUI execution is being halted while this dialog is open and only resumes once it closes. When you want updates while your dialog is open, you need an async dialog (and a plugin which hosts it). Cheers, Ferdinand Since you also might misunderstand the nature of EventAdd() I am also putting here the C++ docs I updated a few weeks ago, to better reflect the nature of it (not yet live): /// @brief Enqueues an update event for the active document. /// @details Only must be called when modifying the active document and is without meaning for other documents. The typical example of using `EventAdd` is after adding or removing elements from the active document; and wanting these changes to be reflected in the UI. The function itself is technically thread-safe, but the vast majority of operations that require calling `EventAdd` are not thread-safe and must be called from the main thread (and therefore calling this function is usually main thread bound). The function also does not enqueue a dedicated event item, but rather sets a flag that is checked when the next update event is processed. Therefore, calling `EventAdd` multiple times in one function scope is unnecessary overhead which must be avoided. Because such multiple event flags cannot be consumed while a function on the main thread is still running, and instead the event will only be consumed after that function returns. /// @code /// Result<void> AddCubes() /// { /// CheckState(maxon::ThreadInterface::IsMainThread(), "AddCubes must be called from the main thread."_s); /// /// // EventAdd(); // We could also technically call it here with the same effect. The event /// // will only happen after this function returns. /// /// BaseDocument* doc = GetActiveDocument(); /// for (int i = 0; i < 10; ++i) /// { /// BaseObject* cube = BaseObject::Alloc(Ocube); /// if (!cube) /// return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION, "Failed to allocate cube object."_s); /// /// doc->InsertObject(cube); /// /// // Calling EventAdd here would have no extra effect, since this event cannot be consumed while /// // our main thread function is still running. And such extra calls on a large scale can cause /// // considerable overhead. /// } /// /// // Notify C4D that the active document has changed. The very end of a function or scope is the /// // canonical place to call EventAdd(). /// EventAdd(); /// } /// @endcode /// @see The article @link page_manual_coremessages Core Messages@endlink for more information. /// @param[in] eventflag The event to add: @enumerateEnum{EVENT}
  • Xref Material reference

    Moved General Talk windows 2026 2025 c++
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    ferdinandF
    Hello @Jespersather, thank you for reaching out to us. This is a developer forum, not an end user support forum. We cannot help you here with your end user issues. Please use our Support Center to get end user support for Cinema 4D. I have moved your topic into General Talk. Cheers, Ferdinand
  • C++ SDK Matrix object style distribution

    Cinema 4D SDK 2026 c++
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    dexD
    Thank you so much Ferdinand! I have a way forward now for my plugin using the EffectorData ModifyPoints() method. Kind regards Fredrik
  • 0 Votes
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    pislicesP
    Hi @ferdinand, I appreciate the reply! I didn't have a chance to update this post until now, but over the weekend I also found the Graph Descriptions Manual you've linked. The Scalar Ramp example in there was enough to help me figure out how to implement it with the Ramp node. Thank you for your response though, I'm sure it will make things easier if anyone else comes across this subject!
  • Set View Transform in Picture Viewer

    Cinema 4D SDK c++ 2026
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    ferdinandF
    Hey @ECHekman, Thank you for reaching out to us. The answer to your question is sort of yesn't. You can set the embedded view transform of a bitmap, which by default will be used by the Picture Viewer. The Picture Viewer like most managers in Cinema 4D is sealed, and we do not want to change that. So, you cannot change what view transform override is used by the Picture Viewer (when the user chooses to ignore the view transform embedded into an image). See Manage Bitmap OCIO Color Profiles for details. Cheers, Ferdinand
  • Debugging in VS Code does not pause at breakpoints

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    idealflawI
    Thank you @ferdinand for the warm welcome And thank you for having a look and for the detailed reply! I made sure to read through the posts you linked above and will keep them in mind for the future. I'm really looking forward to being a member of this amazing community 🤩
  • Access Node Material Path Redshift 2026

    Cinema 4D SDK 2026 python windows
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    R
    hi there, I actually did sort this out in a very round about way with some "vibe coding". this was for a mapp creation project I am working where I am displaying various eras of map onto 20km grids (so as not to kill the viewport functionality). have a look at the below and let me know if this is a solid approach or if there was a better way: import c4d import maxon def main(): era = "INSERT_YOUR_ERA_HERE" basePath = "INSERT_YOUR_PATH_HERE" prefix = f"map_{era}_tile_20k_" extension = ".tif" doc = c4d.documents.GetActiveDocument() if doc is None: return nodeSpaceId = maxon.Id("com.redshift3d.redshift4c4d.class.nodespace") textureNodeId = maxon.Id("com.redshift3d.redshift4c4d.nodes.core.texturesampler") for mat_index in range(1, 9): mat_name = f"column_{mat_index:02d}" mat = doc.SearchMaterial(mat_name) if not mat: print(f"Material {mat_name} not found.") continue nodeMat = mat.GetNodeMaterialReference() if nodeMat is None: print(f"{mat_name} is not a node material.") continue graph = nodeMat.GetGraph(nodeSpaceId) if graph.IsNullValue(): print(f"No Redshift graph for {mat_name}.") continue textureNodes = [] maxon.GraphModelHelper.FindNodesByAssetId(graph, textureNodeId, False, textureNodes) with graph.BeginTransaction() as transaction: for node in textureNodes: node_name = node.GetValue(maxon.NODE.BASE.NAME) if not node_name: print(f"Unnamed node in {mat_name}, skipping.") continue node_name = str(node_name) try: local_index = int(node_name) except: print(f"Non-numeric node name '{node_name}' in {mat_name}, skipping.") continue global_index = (mat_index - 1) * 11 + local_index filename = f"{prefix}{global_index:03d}{extension}" full_path = basePath + filename tex0 = node.GetInputs().FindChild( "com.redshift3d.redshift4c4d.nodes.core.texturesampler.tex0" ) if tex0.IsNullValue(): print(f"No tex0 on node '{node_name}' in {mat_name}") continue pathPort = tex0.FindChild("path") if pathPort.IsNullValue(): print(f"No path port on node '{node_name}' in {mat_name}") continue pathPort.SetDefaultValue(maxon.Url(full_path)) print(f"{mat_name} → Node '{node_name}' set to {full_path}") transaction.Commit() c4d.EventAdd() if __name__ == "__main__": main()
  • Creating custom asset nodes via Python API

    Cinema 4D SDK 2026 python windows
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    ferdinandF
    Good to hear that things worked out for you!
  • 0 Votes
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    ferdinandF
    Hey @vaishhg, As I tried to explain there are no nested dependencies. *.rs is a full blown scene file format which can express geometry, curves, simulation data, materials and more. When you save a Cinema 4D scene as *.rs al data in it is exported to that format, including the "nested" case where a *.c4d scene is referencing a *.c4d scene. So when you start out with this *.c4d scene: Scene.c4d +-- Objects +-- Cloner ( creates 5 instances) +-- Cube Generator +-- Cache +-- Polygon Object +-- Tags +-- Material Tag (references 'Red Material') +-- Materials +-- Red Material And then export it to Scene.rs, you get this (this is not an actual depiction of the file format, just a visualization of what happens, rs is not an open format). Scene.rs +-- Objects +-- Cube.0 [Red Material] +-- Cube.1 [Red Material] +-- Cube.2 [Red Material] +-- Cube.3 [Red Material] +-- Cube.4 [Red Material] +-- Materials +-- Red Material (contains Red Material definition) If you load that file back into Cinema 4D you get this. All data - that these are 5 separate cubes with a red material each - resides in the Redshift core only, we only see a proxy in Cinema 4D, hence the name "RS Proxy Object". It is the Redshift Core which will resolve the data in the RS file at render time. ReferencingScene.c4d +-- Objects +-- RS Proxy Object.0 (loads Scene.rs) +-- Cache (will be empty by default, there is literally no data in the c4d core, only when we set 'Preview' to 'Mesh' there will be a cache so that the viewport can display something) +-- Polygon Object (one blob representing all 5 cubes and no material information) +-- RS Proxy Object.1 (loads Scene.rs) +-- Cache +-- Polygon Object When we now export ReferencingScene.c4d to ReferencingScene.rs we get this. Because when the exporter runs, it will encounter the two RS Proxy Objects when flattening the c4d scene and do what you cannot do, grab the rs scene data from the referenced Scene.rs files and inline that into the new ReferencingScene.rs file. So we end up with 10 cubes in total, each with the red material assigned. ReferencingScene.rs +-- Objects +-- Cube.0 [Red Material] (from RS Proxy Object.0) +-- Cube.1 [Red Material] ... +-- Cube.2 [Red Material] ... +-- Cube.3 [Red Material] ... +-- Cube.4 [Red Material] ... +-- Cube.0 [Red Material] (from RS Proxy Object.1) +-- Cube.1 [Red Material] ... +-- Cube.2 [Red Material] ... +-- Cube.3 [Red Material] ... +-- Cube.4 [Red Material] ... +-- Materials +-- Red Material (contains Red Material definition) And when we load that back into Cinema 4D we get this: SecondGeneration.c4d +-- Objects +-- RS Proxy Object.0 (loads ReferencingScene.rs) +-- Cache +-- Polygon Object (one blob representing all 10 cubes and no material information) The TLDR is that the Redshift Core can read *.rs files and the Cinema API cannot, it can only write them or load them via an RS Proxy Object. And there is no 'resolving [...] the full proxy chain' as you put it. An *.rs scene file is just a discrete scene representation that contains does not know concepts such as generators or assets known to the Cinema API/Core. When export a *.c4d scene that references *.rs files all data is just flattened into a single *.rs file (again, what I showed under the *.rs formats above was just a visualization, not the actual file format). There is currently no way to do what you want to do, even if you would request access to the Redshift Core C++ SDK. Because the RS file format is a GPU scene file format and very deeply integrated into the core. Even the RS Core SDK does not expose functionalities to read RS files to CPU memory structures. Cheers, Ferdinand
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    B
    Thank you @Dunhou ! That solved it!
  • 0 Votes
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    ferdinandF
    Hey @lasselauch, Thank you for reaching out to us. I am not 100% sure that I am understanding you correctly. You basically want to hook into this menu entry, right? [image: 1768249550647-650df545-8d6c-4444-a525-a4fe70bee750-image.png] That is not possible at the moment. Because what this thing does, is gather information from the description of the selected entity or the active dialog and with that data calls cinema::OpenHelpBrowser (at least the backend version of that function). This is not even a dedicated command, just a switch case within the abstracted dialog menu handling. So, this is custom built for help.maxon.net. It would not be impossible to isolate this so that there could be either a dedicated plugin hook for this or it somehow reusing the existing RegisterPluginHelpDelegate (the C++ variant of the Python hook you used). But that would be quite a bit of work, and you would also have to answer if that justifies the overhead of calling all hooks each time a user presses that button/menu entry (but you could also argue that the overhead of RegisterPluginHelpDelegate is even worse). I can see the allure of "Show Help" working for third parties, but I doubt many people would use it and the current system is very Maxon centric which are not good arguments for going for this. On top of this, in theory, it would have to support both NodeData entities and dialogs (because the menu entry works for both). We could only support nodes, but there I would just recommend the proven and tested workflow of including a base description at the end of your nodes, which places there a bitmap icon branding that is clickable or just a button. I talked a bit in the all new Licensing Manual videos and code about this workflow. edit: An alternative could be to offer a hook into OpenHelpBrowser but there you probably then run into problems with dialogs as the back end function splits into two signatures (which do not exist in the frontend). Also solvable but again extra work that can hardly be justified but the few users this will have. I am not strictly against adding such hook, but I currently do not see a good cost/effect ratio unless this thread is flooded with third party developers stating otherwise. Cheers, Ferdinand
  • 0 Votes
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    M
    Hi Ferdinant, Great! Thank you for your support - I really appreciate it! with... asset: maxon.AssetDescription = repo.FindLatestAsset( maxon.AssetTypes.File(), aid, maxon.Id(), maxon.ASSET_FIND_MODE.LATEST) version_string: str = maxon.AssetInterface.GetVersionString(asset) version_string = version_string[:-19].strip() #deleting the timestamp I could filter out the Version String. Thank you again for your help. Cheers, MPB
  • 0 Votes
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    K
    Hi @ferdinand , Thank you for your detailed answer. I will look into the details and try to understand the concepts. For now the issue is solved. Thank you as always.