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    FBX Export plugin option setting with python

    Cinema 4D SDK
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    • J
      JIINY
      last edited by m_adam

      Hi, I'm newbie in c4d scripts and I can't english well:(
      I want to set FBX export options with python.

      #FBX_EXPORTER_ID = 1026370
      container = c4d.plugins.GetWorldPluginData(1026370)  
      container[c4d.FBXEXPORT_ASCII] = 1
      c4d.plugins.SetWorldPluginData(1026370, container, True)
      

      I changed value for c4d.FBXEXPORT_ASCII. 0, 1...
      I changed boolean for SetWorldPluginData. True, False...

      Console is [OK] but C4d doesn't changed.

      Help me please.
      Thank you.

      1 Reply Last reply Reply Quote 0
      • M
        m_adam
        last edited by

        https://developers.maxon.net/forum/topic/11623/fbx-export-plugin-option-setting-with-python

        Hi @Jiiny, first of all welcome in the plugincafe community.
        As written in the documentation of GetWorldPluginData, GetWorldPluginData is not the way to go for importer/exporter.
        Here an example for the FBX, if you want to see the full list of options please take a look at the C++ documention for Ffbxexport.h.

        """
        Copyright: MAXON Computer GmbH
        
        Description:
            - Exports FBX with custom settings.
        
        Class/method highlighted:
            - c4d.plugins.FindPlugin()
            - MSG_RETRIEVEPRIVATEDATA
            - c4d.documents.SaveDocument()
        
        Compatible:
            - Win / Mac
            - R16, R17, R18, R19, R20
        """
        import c4d
        
        
        def main():
            # Retrieves a path to save the exported file
            filePath = c4d.storage.LoadDialog(title="Save File for FBX Export", flags=c4d.FILESELECT_SAVE, force_suffix="abc")
            if not filePath:
                return
        
            # Retrieves FBX exporter plugin, 1026370
            fbxExportId = 1026370
            plug = c4d.plugins.FindPlugin(fbxExportId, c4d.PLUGINTYPE_SCENESAVER)
            if plug is None:
                raise RuntimeError("Failed to retrieves the fbx exporter.")
            
            data = dict()
            # Sends MSG_RETRIEVEPRIVATEDATA to fbx export plugin
            if not plug.Message(c4d.MSG_RETRIEVEPRIVATEDATA, data):
                raise RuntimeError("Failed to retrieves private data.")
        
            # BaseList2D object stored in "imexporter" key hold the settings
            fbxExport = data.get("imexporter", None)
            if fbxExport is None:
                raise RuntimeError("Failed to retrieves BaseContainer private data.")
        
            # Defines FBX export settings
            fbxExport[c4d.FBXEXPORT_ASCII] = True
        
            # Finally export the document
            if not c4d.documents.SaveDocument(doc, filePath, c4d.SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, fbxExportId):
                raise RuntimeError("Failed to save the document.")
        
            print "Document successfully exported to:", filePath
        
        
        if __name__ == '__main__':
            main()
        
        

        Finally I would like to point you to few rules (I've setup your topic corectly but please do it for the next one).

        • Q&A New Functionality.
        • How to Post Questions Especially the tagging part.

        If you have any questions, please let me know.
        Cheers,
        Maxime.

        MAXON SDK Specialist

        Development Blog, MAXON Registered Developer

        1 Reply Last reply Reply Quote 2
        • J
          JIINY
          last edited by

          Thank you @m_adam

          I completed my exporter scripts to your help.
          I read Links, I will tagging next time.

          I'm studing c4d scripts. it still hard.
          Thank you again.

          1 Reply Last reply Reply Quote 0
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