Cinema4D Get Texture Atlas/Get Image At Coordinate
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Hello there I am wondering how I can use a texture atlas in cinema4D to use for my icons instead of loading seperate icons for example like what I see they are doing in XPaticles
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Hi,
it is a bit unclear to me, what your actual question is. The bitmap type of Cinema is
BaseBitmap
. It has a method calledCopyPartTo
with which you can copy a part of aBaseBitmap
(your atlas) into anotherBaseBitmap
(an icon). There is no texture atlas type in the Python API for Cinema, which would handle the parsing of an atlas and its metadata into a set of bitmaps for you. So you will have to do that yourself.Cheers,
zipit -
@zipit said in Cinema4D read texture atlas:
e
Seems like you might have answered the question I wanted to know how to get the icon I wanted from that image and use it as an icon in C4D seems like GetClonePart returns the bitmap CopyPartTo returns bool is CopyPartTo still the anwser?
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Did GetClonePart and it works
Cinema4D Preview Icon [CODE HERE]
# // Imports // import os import sys # // Imports for Cinema 4D // import c4d from c4d import plugins, gui, bitmaps, documents, storage, utils # Icons Image Paths OneImageIcons = os.path.join(os.path.dirname(__file__), 'icons', "demoIcons.png") # --------------------------------------------------------------------- # Creating GUI Instance Functions UI Elements Operations # Hepler Methods. # --------------------------------------------------------------------- # Get Icon from Icons one image. def GetCustomIcon(size, locCordX, locCordY): """ Get Texture Atlas Image """ bmp = c4d.bitmaps.BaseBitmap() bmp.InitWith(OneImageIcons) w = size h = size x = locCordX y = locCordY selectIcon = bmp.GetClonePart(x, y, w, h) return selectIcon # Create a Bitmap Button Custom GUI. def CustomImageButton_GUI(ui_ins, btn_id, toolname, tooltip, image): ui_ins.GroupBegin(0, c4d.BFH_MASK, 1, 0, "") bc = c4d.BaseContainer() # Create a new container to store the button image bc.SetLong(c4d.BITMAPBUTTON_BORDER, c4d.BORDER_NONE) # Sets the border flag to look like a button look. eg.( c4d.BORDER_NONE or c4d.BORDER_THIN_OUT or c4d.BORDER_OUT ) bc.SetBool(c4d.BITMAPBUTTON_BUTTON, True) # Clickable button / Does not seem to to work in R13? bc.SetBool(c4d.BITMAPBUTTON_TOGGLE, True) # Toggle button, like a checkbox. bc.SetString(c4d.BITMAPBUTTON_TOOLTIP, "<b>"+ toolname + "</b><br>" + tooltip) ui_ins.myBitButton = ui_ins.AddCustomGui(btn_id, c4d.CUSTOMGUI_BITMAPBUTTON, "Bitmap Button", c4d.BFH_MASK, 10, 10, bc) ui_ins.myBitButton.SetImage(image) ui_ins.GroupEnd() return True # ---------------------------------------- # // UI Main Window // # ---------------------------------------- class Tool_WindowDialog(c4d.gui.GeDialog): # GUI Ids IDS_VER = 999 IDS_OverallGrp = 1000 IDS_StaticText = 1001 IDS_BTN_01 = 1002 IDS_BTN_02 = 1003 IDS_BTN_03 = 1004 IDS_BTN_04 = 1005 # // Main GeDialog Overrides // """ The __init__ is an Constuctor and help get and passes data on from the another class. """ def __init__(self): super(Tool_WindowDialog, self).__init__() # UI Layout def CreateLayout(self): # Dialog Title self.SetTitle("Tool Ui") # Adding the GUI Buttons and inside a empty group with 4 rows. self.GroupBegin(0, c4d.BFH_SCALEFIT, 4, 0, "") self.GroupBorderSpace(5, 5, 5, 5) CustomImageButton_GUI(ui_ins=self, btn_id=self.IDS_BTN_01, toolname="Go UP", tooltip="HelloWorld", image=GetCustomIcon(size=32, locCordX=0, locCordY=37)) CustomImageButton_GUI(ui_ins=self, btn_id=self.IDS_BTN_02, toolname="Go Right", tooltip="HelloWorld", image=GetCustomIcon(size=32, locCordX=0, locCordY=0)) self.GroupEnd() self.GroupEnd() # End of the overall group. return True # Called when the dialog is initialized by the GUI / GUI's with startup values basically. def InitValues(self): print("Yang Ultimate Tools Dialog is open.") return True # Adding Excuting Commands Functions for UI Elements. def Command(self, id, msg): if id == id: print(str(id)) return True # Override this function if you want to react to Cinema 4D core messages. # The original message is stored in msg def CoreMessage(self, id, msg): if id == c4d.EVMSG_CHANGE: #self.add_images() pass return True """ DestroyWindow Override this method - this function is called when the dialog is about to be closed temporarily, for example for layout switching. """ def DestroyWindow(self): print("Tools Dialog Close.") if __name__=='__main__': class_dialog = Tool_WindowDialog() class_dialog.Open(c4d.DLG_TYPE_ASYNC, defaultw=200, defaulth=10)