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    Storing a part of the hierarchy

    Cinema 4D SDK
    r20 c++
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    • P
      pim
      last edited by pim

      I want to store the node to be hidden in the scene file, so I guess hf wil not work for me.
      In the other thread I learned to use IsolateObjects and that works now.

      So now I have a new doc in memory with the node I wanted to store.
      I tried to put it in a subcontainer, but that did not work.
      When reading back I just got None.

      import c4d
      
      PLUGIN_ID = 1234567
      MyUniqueId = 456789
      
      def main():
          #retrieves the document baseContainer
          docBC = doc.GetDataInstance()
      
          sel = doc.GetSelection()    # !!! only select the parent, not the children
          newDoc = c4d.documents.IsolateObjects(doc, sel)
      
          #create a sub-BaseContainer
          subBc = c4d.BaseContainer()
          subBc[1000] = "hello"
          subBc[2000] = newDoc
      
          # Add the container to the "main" Container
          docBC.SetContainer(MyUniqueId, subBc)
      
          # Updates the document container
          doc.SetData(docBC)
      
          # Print the values stored in our container.
          for cid, value in doc.GetDataInstance().GetContainer(MyUniqueId):
              print cid, value
      
          # Print Hello World
          print doc[MyUniqueId][1000], doc[MyUniqueId][2000]
      
      
      if __name__=='__main__':
         main()
      

      Output:

      1000 hello
      2000 <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000173601BD370>
      hello <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000173601BD330>
      

      Reading back the container:

      import c4d
      
      PLUGIN_ID = 1234567
      MyUniqueId = 456789
      
      def main():
          #retrieves the document baseContainer
          docBC = doc.GetDataInstance()
      
      
          # Print the values stored in our container.
          for cid, value in doc.GetDataInstance().GetContainer(MyUniqueId):
              print cid, value
      
          # Print Hello World
          print doc[MyUniqueId][1000], doc[MyUniqueId][2000]
      
      
      if __name__=='__main__':
         main()
      

      Output:

      1000 hello
      2000 None
      hello None
      
      1 Reply Last reply Reply Quote 0
      • ferdinandF
        ferdinand
        last edited by ferdinand

        Hi,

        the following line

        subBc[2000] = newDoc
        

        will store a BaseLink (a reference, a pointer) to newDoc in your container, not the object itself. While Python's important syntax for bracket operators (__setitem__, __getitem__) usually is really convenient, in the case of BaseContainers it can obscure what you are actually doing. The verbose form of your call would be:

        subBc.SetLink(2000, newDoc)
        

        Which works because BaseDocument is derived from BaseList2D and therefor also from C4DAtom (the type BaseContainer.SetLink() does expect as its second argument). However, when this link is not properly serialized on saving the document (which is impossible with your floating document), this link would be a null pointer when the document is loaded again. You cannot store a C4DAtom in a BaseContainer. At least I am not aware of a way to do so. You can only store references, which need to be kept alive in order to resolve.

        On a side note: This whole hijacking of the documents data container should not work in the first place, i.e. Cinema will just clear it out the container at your ID. I am a bit confused that you can actually read back your "hello" on a saved document.

        Cheers
        zipit

        MAXON SDK Specialist
        developers.maxon.net

        P 1 Reply Last reply Reply Quote 0
        • ferdinandF
          ferdinand
          last edited by ferdinand

          Hi,

          One thing I forgot, which I already wanted to mention in your other threads, as it is a common technique to deal with similar problems in c4d. Are you aware that you can hide a GeListNode from the users view (so they won't show up in the Object Manager, the Material Manager, etc.) with their NBIT flags? This would be an easy way to store whatever you want to store. You won't believe all the hidden stuff that is floating around in your documents 😉

          For details check GeListNode.ChangeNBit().

          Cheers
          zipit

          MAXON SDK Specialist
          developers.maxon.net

          P 1 Reply Last reply Reply Quote 0
          • P
            pim @ferdinand
            last edited by pim

            @zipit, I got the code from another thread: https://developers.maxon.net/forum/topic/11802/writing-data-to-the-c4d-file/19
            And if you change

            subBc[2000] = "world!"
            

            to

            subBc[2000] = op
            

            it also works!

            I tried

            subBc.SetLink(2000, newDoc)
            

            and indeed it does not work. It returns a None on reading back the subcontainer after storing the file.

            ferdinandF 1 Reply Last reply Reply Quote 0
            • P
              pim @ferdinand
              last edited by

              @zipit, yes I know that functionality (and use it often).
              However, although it is hidden it still consumes cpu power.
              We like to minimalize cpu power by converting a node using csto, hide the node and disabling generators and deformers in the node.

              1 Reply Last reply Reply Quote 0
              • ferdinandF
                ferdinand @pim
                last edited by ferdinand

                Hi,

                subBc[2000] = "world!"
                

                to

                subBc[2000] = op
                

                That is expected as op is also an C4DAtom.

                it also works!

                I tried

                subBc.SetLink(2000, newDoc)
                

                and indeed it does not work. It returns a None on reading back the subcontainer after storing the file.

                The method SetLink() does not have a (boolean) return type. So this is to be expected too. I am not quite sure if you got my point, so here is a modified version of your first script - which you assume to be "working" as it printed back your document. I did modify it in such a way, that it does not work any more - I am really good at this specific task ;). I hope the code and the comments make more clear what I am trying to convey: That you are not storing your document, but a link to it.

                import c4d
                
                PLUGIN_ID = 1234567
                MyUniqueId = 456789
                
                def main():
                    #retrieves the document baseContainer
                    docBC = doc.GetDataInstance()
                
                    sel = doc.GetSelection()    # !!! only select the parent, not the children
                    newDoc = c4d.documents.IsolateObjects(doc, sel)
                
                    #create a sub-BaseContainer
                    subBc = c4d.BaseContainer()
                    subBc[1000] = "hello"
                    subBc[2000] = newDoc
                    
                    # Get the type of the ID we set
                    print "ID 2000 is a link", subBc.GetType(2000) == c4d.DA_ALIASLINK
                    
                    # do the same thing in green. That SetLink() returns None
                    # is expected as it has no return value (which is implictly
                    # None in Python)
                    subBc.SetLink(2000, newDoc)
                    
                    print "ID 2000 is a link", subBc.GetType(2000) == c4d.DA_ALIASLINK
                
                    # Add the container to the "main" Container
                    docBC.SetContainer(MyUniqueId, subBc)
                
                    # Updates the document container
                    doc.SetData(docBC)
                
                    # Print the values stored in our container.
                    for cid, value in doc.GetDataInstance().GetContainer(MyUniqueId):
                        print cid, value
                        
                    print "\nDeleting newDoc...\n"
                    # This part is a bit dodgy since Pythons garbage collector cannot
                    # be trusted. But what I am trying to show is that you stored
                    # a reference, not an object. For me it works here, but in some cases
                    # an object can linger even after marking it for garbage collection.
                    newDoc.Flush()
                    del(newDoc)
                    
                    # Print the values stored in our container.
                    for cid, value in doc.GetDataInstance().GetContainer(MyUniqueId):
                        print cid, value
                
                
                if __name__=='__main__':
                   main()
                

                this should print out something like:

                ID 2000 is a link True
                ID 2000 is a link True
                1000 hello
                2000 <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000135BC7F9030>
                
                Deleting newDoc...
                
                1000 hello
                2000 None
                >>> 
                

                Cheers
                zipit

                MAXON SDK Specialist
                developers.maxon.net

                1 Reply Last reply Reply Quote 1
                • P
                  pim
                  last edited by

                  Thanks for the explanation.

                  Two questions:

                  1. the line <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000135BC7F9030> always show a strange name ''? Why is it not showing the name of the document?

                  2. Back to the main questions, what to do, to store the node in scene file.

                  ferdinandF 1 Reply Last reply Reply Quote 0
                  • ManuelM
                    Manuel
                    last edited by Manuel

                    hello,

                    1 - what kind of strange name ?

                    2 -

                    you can store the data itself in the tag and than with the function read and write store them in the Scenefine
                    I'm using a file on the disk on this example but that should work with the HyperFile link provide by the read and write functions.

                    Be aware that HyperFile.WriteMemory is storing byte sequences that will be platform dependent.

                    import c4d
                    from c4d import gui
                    # Welcome to the world of Python
                    import os
                    
                    
                    # Main function
                    def main():
                        
                        path =  c4d.storage.LoadDialog(c4d.FILESELECTTYPE_SCENES, flags=c4d.FILESELECT_DIRECTORY)
                        path = os.path.join(path, "prout.txt")
                        
                        # using a MemoryFileStructure to store a document
                        mfs = c4d.storage.MemoryFileStruct()
                        mfs.SetMemoryWriteMode()
                        
                        newdoc = c4d.documents.IsolateObjects(doc , [op])
                        # Save the document to the MemoryFileStructure
                        c4d.documents.SaveDocument(newdoc, mfs, c4d.SAVEDOCUMENTFLAGS_NONE, c4d.FORMAT_C4DEXPORT)
                        
                        #Retrieve the data and store it somewhere, could be self.myData
                        myData = mfs.GetData()
                        
                       
                       
                        #Save the data to a hyperfile
                        myFile = c4d.storage.HyperFile()
                        if not myFile.Open(0, path, c4d.FILEOPEN_WRITE, c4d.FILEDIALOG_NONE):
                            raise RuntimeError("Failed to open the HyperFile in write mode.")
                        
                        # Store the size
                        myFile.WriteInt32(myData[1])
                        # Store the data itself
                        if myFile.WriteMemory(myData[0]) is False:
                            raise ValueError("can't write the file")
                        myFile.Close()
                    
                        
                        # Read the data from the HF
                        if not myFile.Open(0, path, c4d.FILEOPEN_READ, c4d.FILEDIALOG_NONE):
                            raise RuntimeError("Failed to open the HyperFile in read mode.")
                        
                        size = myFile.ReadInt32()
                        data = myFile.ReadMemory()
                        myFile.Close()
                        
                        #Set the MFS
                        mfs2 = c4d.storage.MemoryFileStruct()
                        mfs2.SetMemoryReadMode(data,size)
                        
                         
                        c4d.documents.MergeDocument(doc, mfs2, c4d.SCENEFILTER_OBJECTS)
                        c4d.EventAdd()
                    
                    # Execute main()
                    if __name__=='__main__':
                        main()
                    

                    Once again, be aware of where you are modifying the scene (on main thread and not elsewhere)

                    by the way, are you going to use c++ or python at the end ? (just for the tags of this thread)

                    Cheers,
                    Manuel

                    MAXON SDK Specialist

                    MAXON Registered Developer

                    1 Reply Last reply Reply Quote 1
                    • P
                      pim
                      last edited by

                      Great, thank you very much.
                      I am beginning to see the light.

                      And yes, my fault, apparently I indicated it as c++, but I am doing it in Python.

                      About your warning.
                      My plan was to do it all in a tag plugin.
                      There I can have the interface, do the isolate and the read/write in a hf.
                      Or is it better to do it in a Object plugin?

                      9f1b1f56-1bff-4864-ba56-8cf0c4036897-image.png

                      ferdinandF 1 Reply Last reply Reply Quote 0
                      • ferdinandF
                        ferdinand @pim
                        last edited by

                        Hi,

                        @pim said in Storing a part of the hierarchy:

                        1. the line <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000135BC7F9030> always show a strange name ''? Why is it not showing the name of the document?

                        Not quite sure what you do mean by that:

                        1. The fact that the it prints the empty string for the document name is probably because you run the script on a unsaved document. This whole untitled_x.c4d stuff you see in c4d app is all smoke and daggers. An unsaved document will return the empty string for GetName().
                        2. If you mean how objects are printed out, this is because of the way it is convention to implement __repr__() for an object. I found that obsession with memory addresses also always quite bizarre, but, hey, everyone is doing it 😉

                        Cheers
                        zipit

                        MAXON SDK Specialist
                        developers.maxon.net

                        1 Reply Last reply Reply Quote 0
                        • ferdinandF
                          ferdinand @pim
                          last edited by ferdinand

                          @pim said in Storing a part of the hierarchy:

                          My plan was to do it all in a tag plugin.
                          There I can have the interface, do the isolate and the read/write in a hf.
                          Or is it better to do it in a Object plugin?

                          Hi, it does not really matter what kind of NodeData you use, what @m_magalhaes meant, was that you should be careful with the threaded context of methods like Execute() in TagData or GetVirtualObjects() in ObjectData. When you execute your code from a method that is executed from the main thread, you are fine (e.g. NodeData.Message()). You can always check there with c4d.threading.GeIsMainThread() if you are in the main thread to be extra sure.

                          Cheers
                          zipit

                          MAXON SDK Specialist
                          developers.maxon.net

                          1 Reply Last reply Reply Quote 0
                          • ManuelM
                            Manuel
                            last edited by Manuel

                            An ObjectData (generator) would be a bit better for that. But you are exploring possibilities, that's also the way to find new solutions / workflow.

                            About my warning it's just a reminder. You will have so sent message probably and use a MessageData to react to that message in order to do some action in the main thread.

                            Cheers,
                            Manuel

                            MAXON SDK Specialist

                            MAXON Registered Developer

                            1 Reply Last reply Reply Quote 0
                            • P
                              pim
                              last edited by

                              Thanks for all the support.
                              I will use all the knowledge gained and start testing.
                              I am sure, I will be back with more questions.

                              -Pim

                              1 Reply Last reply Reply Quote 0
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