• How to draw svg to bitmaps?

    Cinema 4D SDK windows python 2026
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    DunhouD
    Well, that's exactly what I'm worried about. I try my best to avoid introducing third-party libraries, but currently it seems that I can only use resvg or pillow. Cheers~ DunHou.
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    rndm_cgR
    @ferdinand thanks so much, problem solved!
  • Can we draw alpha image in viewport

    Cinema 4D SDK windows python 2026
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    ferdinandF
    I do not think that DRAW_ALPHA_FROM_IMAGE should not work. I just picked DRAW_ALPHA_NORMAL because it is the "most default one" out of the DRAW_ALPHA flags. I will have a look later. But you can for now probably just use DRAW_ALPHA_NORMAL.
  • How to add tabs to tool plugins.

    Cinema 4D SDK windows python 2026
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    ferdinandF
    You very likely have not unpacked your resources. The resource folder found in an installation only contains a part of the application resources (we are doing this since release 2023 if I remember correctly). A good portion of the resources sits inside resource.zip for performance reasons and is unpacked on demand. You can just unpack the resource.zip into you resource folder without an performance or stability issues. [image: 1779175199591-b8e8db94-ae20-42b4-9a5d-e92ac928e89d-image.png] You as an MRD can also look at the Bugslife client, as it is probably the better example, as it uses more features of the quick tab GUI. But my answer above was targeted at a general audience who can see the resources for Bugslife but not Bugslife itself, and it therefore is not a good example for them. Just grep the resource folder as I did in my screen for files that match the path dialogs/*.res (i.e., are res files for dialogs) and contain the word QUICKTAB. Cheers, Ferdinand
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    AnlvA
    Another small tip: you can simply use a single <br> for line breaks — there’s no need to use <b> or </b>. Also, just like in the script example, scripts can support localized language strings as well: """ Name-US:Example Name-CN:示例 Description-US:Example line 1.<br>Example line 2.<br>Example line 3. Description-CN:示例第 1 行。<br>示例第 2 行。<br>示例第 3 行。 """
  • Executing a Redshift texture bake from Python

    Cinema 4D SDK python 2026
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    ferdinandF
    Hello @mplec1, 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 bake tag and by extension cinema::BakeTexture (and its Python equivalent c4d.utils.BakeTexture) unfortunately do not support Redshift, even for the older Xpresso based materials. Redshift uses the tools found in Redshift/Tools/Texture Baking for baking. And while you can programmatically create a bake set and then programmatically click the 'Bake' button in it (which both would also work in a headless version of Cinema 4D, such as c4dpy), the following dialog which opens to set baking details and actually start the rendering is sealed, i.e., you cannot interact with it from the public API. And opening such dialog would also fail in a headless Cinema 4D instance. So, I am afraid there is currently no solution for your problem. You can technically export the whole scene to a format such FBX or USD, and use the builtin baking output (which would also work in a headless environment, as long as you do NOT pass SAVEDOCUMENTFLAGS_DIALOGSALLOWED to the save/export operation). But the output of that automated baking is often of poor quality compared to manually baking object(s) via bake sets. Cheers, Ferdinand
  • 0 Votes
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    ferdinandF
    The second ID is the sub ID. You can have a command (FOO = 100) which supports the sub-commands (BAR=1, and BAZ=2). So, you can then call CallCommand(100, 1) or CallCommand(100, 2) to invoke the two different things FOO can do. But as you said yourself, this is a rather unusual thing, and it is even more unusual that I manged to randomly click five things in a row that all have sub IDs What should also be said is that my little "extrude" log there does not really reproduce the modelling operations I carried out. It just runs the tools in the order they are invoked. And because when you run this right after your created the log, the extrude tool will for example still have set the same extrude depth from the last operation. But when you manually extrude something, and then run the script again, it will use these new current extrude tool settings, i.e., and not the ones from when your 'recorded' the log. The script log can be useful, but it is not the auto-script-recording feature users often whish it was.
  • Using the Bridge Tool

    Cinema 4D SDK python
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    ferdinandF
    Hello @Dimitris_Derm. No, with islands I do not mean different objects. With islands are polygon (selection) islands meant. And that is just the term that is used for these things. The "Plane" object below has two polygon islands, the left and right rectangle shown in the viewport, each composed out of 4 * 5 polygons. They are islands because they are topological disjunct from each other - you cannot 'get' from one island to another without jumping over a gap. [image: 1777019034509-a88ac530-c105-430c-bd11-f922f5688881-image.png] The same can be applied to selections, as shown below. Now the left polygon island in the mesh has two polygonal selection islands. You cannot get from one selection island to another without jumping over a gap (they are topologically disjunct). [image: 1777019065284-bf41be6a-3993-4eb1-b603-438df9aa1bb3-image.png] This is a requirement because as my code example demonstrates, when bridging in island mode, you just specify a polygon and a point (and set the flags), and the tool then 'grows out' the to be bridged patch from the given polygon, based on the active polygon selection. And this growing will stop at topological boundaries. So, when you would bridge from the selection in the lower left corner of the left rectangle (to some unspecified target in another mesh), it would only grow into these four polygons. The selection in the top right corner would never be part of the operation. Cheers, Ferdinand
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  • Effector Objects written in Python

    Cinema 4D SDK python
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    ferdinandF
    Hey @Dimitris_Derm. , no there is currently no dedicated plugin class for MoGraph effectors and fields in Python, only the scripting objects exist at the moment. Cheers, Ferdinand
  • Reading Immutable Selection Tags

    Cinema 4D SDK python
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    D
    Ah ! They are called Proxy Tags and I can see the actual tag with the MSG_GETREALTAGDATA ! Thank you ️
  • 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
    Hey, well, "intended" would be the wrong word, but I am aware. The whole resource parsing situation is a bit of a mess at the moment, both in C++ and the Python API. Why is it like this? A description is defined by a res file (more or less its GUI declaration) and an h file which declares symbols for parameter IDs. The resource for the loop tool looks like this: CONTAINER ToolLoopSelection { NAME ToolLoopSelection; INCLUDE ToolBase; GROUP MDATA_MAINGROUP { BOOL MDATA_LOOP_SEL_STOP_AT_SELECTIONS { } BOOL MDATA_LOOP_SEL_STOP_AT_NON_QUADS { } BOOL MDATA_LOOP_SEL_STOP_AT_POLES { } } HIDE MDATA_COMMANDGROUP; } I.e., it indeed only defines three parameters. But the header file looks like this: #ifndef TOOLLOOPSELECTION_H__ #define TOOLLOOPSELECTION_H__ enum { MDATA_LOOP_SEL_STOP_AT_SELECTIONS = 1100, // BOOL MDATA_LOOP_SEL_STOP_AT_NON_QUADS = 1110, // BOOL MDATA_LOOP_SEL_STOP_AT_POLES = 1120, // BOOL MDATA_LOOP_FIRST_VERTEX = 1130, // LONG MDATA_LOOP_SECOND_VERTEX = 1131, // LONG MDATA_LOOP_POLYGON_INDEX = 1132, // LONG MDATA_LOOP_BOTH_SIDES = 1133, // BOOL MDATA_LOOP_SWAP_SIDES = 1134, // BOOL MDATA_LOOP_SELECTION_TYPE = 1140, // LONG (must be SELECTION_NEW, SELECTION_ADD or SELECTION_SUB) MDATA_LOOP_SEL_POLYGON_OBJECT = 1150, // LINK }; #endif // TOOLLOOPSELECTION_H__ I.e., it not only defines these three parameters, but also all the others. Because there are all these "hidden" parameters which are written into the data container of the tool, but never show up in the GUI. What collides here is (a) the a bit irregular (but not illegal) behavior of a resource to define more parameters in its header file than are used in the resource and (b) the questionable decision of our resource parser to ignore hidden parameters. Our resource parsing is automated, i.e., I cannot just go into a file and just add these parameters for a docs build. I could touch the resource parsers for Python and C++, but I do not have the time for that right now as they has been written in a very opaque manner. My advice is simply what the docs suggest: Search in the header files directly. Go to your Cinema folder, make sure that the resource.zip is either unpacked to the local folder (the folder existing does not mean necessarily that it has been fully unpacked) or an external folder of your choice. And then simply search in that folder with an editor of your choice. [image: 1775557617243-c122abc5-8cfc-40da-90be-534532600b4a-image-resized.png] At some point I will replace the resource and symbols parsing for Python and C++, because we made there quite a mess in the past with questionable parsers and manually curated lists. But for now this cannot be changed and using the files directly is the way to go when you want to look at descriptions. Cheers, Ferdinand PS: The C++ docs are NOT inherently better in that regard. The parser shares there the same flaws. The reason why you find some symbols there is because developers have duplicated them from the resources into the frameworks.
  • 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.
  • 0 Votes
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    T
    Here's my prototype, if you are interested in my goal Right now, everything works as expected, but only with these lines of code. profile = GetCloneSpline(profile_orig) path = GetCloneSpline(path_orig) I'm happy with the current result. So, I'd love to get some additional advice on correctness and optimization. I think your previous answer was comprehensive enough, so I'll try to integrate some of it. But I'd also be very grateful if you could take a look at my plugin and perhaps give me some more specific optimization tips. If that's not too much trouble, of course! @ferdinand @ThomasB Anyway, thanks for your replies and advices!
  • 0 Votes
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    mfersaouiM
    @ferdinand Hey @ferdinand, Thank you again for the clarification — checking the Video Post list was indeed the right direction. Just to share what worked on my side (Standard/Physical renderer), I check the presence of the GI Video Post and use its BIT_VPDISABLED state to determine whether it’s enabled. Here’s the small helper function I’m using: def is_gi_active(doc): rd = doc.GetActiveRenderData() if not rd: return False # GI Video Post IDs (verified on C4D 2024) GI_IDS = [ 1021096, # Global Illumination Video Post (C4D 2024) 300001038, # VPglobalillumination (older versions) ] vp = rd.GetFirstVideoPost() while vp: if vp.GetType() in GI_IDS: return not vp.GetBit(c4d.BIT_VPDISABLED) vp = vp.GetNext() return False Thanks again for your help. Best regards, Mustapha
  • Tile rendering with Cinema 4D

    Cinema 4D SDK python 2026
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    ferdinandF
    Hey, just as an FYI, I added this as an example to the 2026.2 rendering examples. You will be able to find it under \scripts\04_3d_concepts\rendering\render_document_tiles_2026_2.py. Since the script will use some 2026.2 features, it does not make much sense to post a preview here, as you will not be able to run it right now. The example also does the kernel border thing we discussed here. 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}
  • 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!
  • Debugging in VS Code does not pause at breakpoints

    Moved Bugs 2026 python macos
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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 🤩