• 0 Votes
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    ThomasBT
    @ferdinand Okay, great that you really dug into this. That could well have something to do with it. However, if you look at my latest test plugin—the C4D scene—the "Illumination" checkbox on the Redshift light is enabled, yet when you select "Make Editable," the light still turns into just a Null Object. So, regardless of whether the illumination is on or not.. But as I mentioned earlier this only happens if the light originates from a temporary document in the code. Or rather, when the scene with the light is loaded into a temp_doc. e.g. LoadDocument() or MergeDocument() That is why simply checking the "Illumination" box does not work. Cheers
  • Sub materials links and undo

    Cinema 4D SDK c++ windows s26
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    ferdinandF
    @DronKozy Yeah, I got the general direction, that you are probably implementing a material mixer type of material/shader. When you implement a full render engine binding, you should go the event notification route, as I am sure you can then easily handle the (slight) complexity that comes with them. Regarding the architecture, in principle you can do with whatever you want. As Maxon employee I would of course recommend to use our Nodes API (what you call 'native'). The SDK contains both code examples and documentation about this. But this biggest flaw of the Nodes API is probably that it is not entirely non-trivial. But implementing a full node editor also requires a relatively high level of expertise about our APIs, although in different areas. Currently Redshift, Vray, Arnold, and CentiLeo use the Nodes API and all other render engines (Corona, Octane, Cycles, etc.) use either a completely custom system or the old Xpresso Nodes API. Cheers, Ferdinand PS: When you are developing a render engine binding, you might want to consider our Maxon Registered Developer Program.
  • 0 Votes
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    K
    Hello, Following my request for SubTool folder management, I would like to suggest two additional features to improve pipeline automation: Masking Data Access: Please provide read/write access to SubTool masking data. Layer Manipulation: Please add API support for managing SubTool layers. Thank you for your consideration.
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  • 0 Votes
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    ferdinandF
    @ThomasB That is not a misunderstanding. I am aware that MRDs can only see their own tickets. But we still needed that crash reported, so I did it. I would have done the same if you would not have been an MRD. I usually mention ticket IDs here so that I can come back and close bugs. As you might have noticed, I have moved this into the Bugs forum. You do not have to do anything regarding that ticket, it it inaccessible for non-Maxonians. But we are still very much interested in a version of your plugin or a workflow which caused the crash. Otherwise we will not be able to reproduce and fix the issue. When you cannot provide it, this is also not a biggie (please do not waste time on this), then we have at least documented that there is somewhere a problem with audio tracks and how they handle memory while post-processing audio; in case we run into the same issue in the future in another context. Cheers, Ferdinand To share plugins with us, you can either use a chat on backstage or send us a mail to sdk_support(at)maxon(dot)net. There is a good chance that when you use a binary data attachment in a mail, that our mail system will filter out that attachment. When you use backstage (and upload the plugin there in a chat) that data would be permanently in the assets of that forum. When you just give us a link, we will delete your data once we do not need them anymore for debugging.
  • Reverse direction of multi-segment splines

    Cinema 4D SDK windows 2024 python
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    ferdinandF
    Okay, I think I was a bit overly cautious in my answer here. You gave my a very broad question, or to be precise, you gave me a video and a scene file, and did not really ask a precise question. I understand that asking good questions can be hard, especially with a language barrier. But when I have nothing to go by, I of course assume the worst case possible. The scene you have there is a trivial case, even the best case possible. You have there spline segments which lie in a perfect plane and which have no self intersections. You can treat them just like polygons (in the CG sense, not in the mathematical sense) and simply compute their normal over the first three vertices of each segment. Due to the fundamental property of a polygon - reversing the order of the vertices reverses the normal - you can then easily determine if two segments have opposite or equal winding. But all this starts to fall apart, as soon as you cannot make these assumptions. And I cannot help you to write the code for this, as this is then more than just a few lines. Hope this helps, and that I my answer was now less 'overly cautious'. Cheers, Ferdinand Result [image: 1780950951310-85f415e7-7f45-4c00-9651-b4091ee543e2-image.png] The code correctly identifies that in this six segment spline are four segments of one winding direction (clockwise in this case) and two of the other winding direction. winding_direction.c4d Code """Treats spline segments as polygons and compares their plane normals to find segments with reversed winding order. """ import c4d op: c4d.SplineObject # The currently active object in the scene. def main() -> None: """Called by Cinema 4D when the script is being executed. """ if not isinstance(op, c4d.SplineObject): return c4d.gui.MessageDialog("Please select a spline object.") # Get all points in the spline and organize them into their segments. points: list[c4d.Vector] = op.GetAllPoints() segments: list[list[c4d.Vector]] = [] j: int = 0 for i in [op.GetSegment(i)["cnt"] for i in range(op.GetSegmentCount())]: segments.append(points[j:j+i]) j += i if len(segments) < 2: return c4d.gui.MessageDialog("Please select a spline object with at least 2 segments.") # Now build normal data for the spline segments. This assumes: # # - A spline where all points lie in a single plane, a '2D' spline in 3D space. # - No self intersections in the spline. # - A piecewise linear spline, i.e., what Cinema 4D calls a 'Linear' spline. When we have a # 'Cubic' or 'Bezier' spline, we would have make it linear with 'Current State to Object' # first. # # We build the normal for each segment over its three first vertices. The reason why we are doing # this is because of the fundamental identity of a polygon (in a computer graphics sense), # reversing the order of the vertices of a polygon will reverse the normal. So if we have a # spline with two segments with reversed winding order, they will have antiparallel normals (normals # pointing in opposite directions). segmentNormals: list[c4d.Vector] = [] for segment in segments: if len(segment) < 3: print("Segment has less than 3 points, skipping normal calculation.") continue a, b, c = segment[0], segment[1], segment[2] edge1: c4d.Vector = b - a edge2: c4d.Vector = c - b normal: c4d.Vector = edge1.Cross(edge2).GetNormalized() segmentNormals.append(normal) # Now we just declare one segment as 'ground truth' and check if the other segments have normals # that are parallel or antiparallel to it. When we found a segment with an antiparallel normal, we # know we found a segment with reversed winding order. To check if two normals are parallel or # antiparallel, we just compute their dot product (i.e., spanned angle). When the dot product is # negative, the normals are antiparallel. print(f"Establishing the first segment normal {segmentNormals[0]} as ground truth.") baseNormal: c4d.Vector = segmentNormals[0] for i, normal in enumerate(segmentNormals[1:], start=1): isAntiparallel: bool = baseNormal.Dot(normal) < 0 print(f"Segment {i} normal: {normal} is {'antiparallel' if isAntiparallel else 'parallel'} " f"to the base normal {baseNormal}.") if __name__ == '__main__': main()
  • Copy res folder without shortcut

    Cinema 4D SDK c++ windows
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    ferdinandF
    That is of course also a valid option, just pick the scripting language you are most comfortable with.
  • How to draw svg to bitmaps?

    Cinema 4D SDK windows python 2026
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    ferdinandF
    I started to work last Friday on a BaseBitmap.InitWithVectorImage. It will for sure not make it into the next release of Cinema 4D, as we are too close to that, and I cannot make any promises when or if it will arrive. But I see value in this especially since I realized that you cannot even really use this in C++, as VectorImageInterface requires access to some internal components to be rasterized.
  • 0 Votes
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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
  • 0 Votes
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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。 """
  • 0 Votes
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  • Load *.py scripts on startup.

    ZBrush SDK windows
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    2 Posts
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    D
    Hi @diegoev2026 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 Question Good question, and indeed we wouldn’t recommend modifying the init.py file in the installation directory. Instead, ZBrush provides a dedicated folder for this type of user customization, you can quickly navigate to it from the ZBrush menu: Preferences > Asset Directory > Open Directory. You can find more details about that here, if you are looking for further detail : https://help.maxon.net/zbr/en-us/Content/html/user-guide/customizing-zbrush/user-content/user-content.html In order to execute your own script at startup, it should be sufficient to replicate the setup you see in the ZBrush directory by creating a Python directory inside your asset directory with an init.py in it. If you are using the default location for the asset directory, the path would look something like C:\Users\[UserName]\AppData\Roaming\Maxon\ZBrush_[HashValue]\Python\init.py. On top of the init.py scripts, ZBrush also allows running Python scripts as plugins from a directory you can configure through the environment variable in ZBRUSH_PLUGIN_PATH. You can find more details on how to set those up here: https://developers.maxon.net/docs/zbrush/py/2026_1_0/manuals/python_environment.html#zbrush-plugin-path The user asset directory I mentioned above is also part of the ZBRUSH_PLUGIN_PATH by default, meaning you can just drop your plugins in there. Let us know if you need any further clarification! Regards, Davide
  • 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.
  • 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
    7 Posts
    921 Views
    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!
  • 2025 SDKs missing files

    Cinema 4D SDK 2025 c++ windows
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    2 Posts
    479 Views
    ferdinandF
    Hello @atg, 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 can see why would think that, but you mixed things there a bit up. The CMake SDK build system was introduced with 2025.2.0 and became the standard with 2026.0.0. Between 2025.2 and 2025.3 we supported both build systems as a grace period for developers to get accustomed. Chances are very good, that you can just copy the CMake setup, i.e., the cmake folder and files such as CMakeLists.txt, CMakePresets.json, and sdk_modules.txt to a 2025.0 folder and it will generate a correct build system for you. But the supported range is only 2025.2+. For older projects you would have to use the old project tool based build system. Since I know what you are trying to do, I would recommend trying copying before you get into the old build system of ours. 2025.2 Release Notes 2025.2 Build System Docs (which covered both the old Project Tool and CMake) Cheers, Ferdinand edit: You will only find the old project tool tooling in old extended SDKs which supported it, such as 2025.2 or 2025.0.1
  • 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