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    Still not possible to find out what's visible in the Timeline?

    Cinema 4D SDK
    r21 c++ python
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    • ferdinandF
      ferdinand
      last edited by

      Hi,

      I have problems to pinpoint your actual question(s), because you are both talking about keys and objects in the regards of being hidden and selected, without clearly distinguishing between them (at least that is how it is appearing for me).

      1. Keys cannot be hidden in a Timeline Editor AFAIK. Keys can be muted, which then is reflected in the BaseContainer of the respective CKey instance.
      2. To my knowledge it is true, that we still cannot determine if a key is being selected in a Timeline Editor or not.
      3. But we can determine if an object is selected in a Timeline Editor (to some degree, see 4.) and if it is visible via GeListNode.GetNBit.
      4. However, objects "share" their selection state between the Object Manager and a Timeline Editor. Which can lead to the scenario that an object can be hidden and selected at the same time in a Timeline Editor.

      Here is a quick example which will print out all object nodes which are visible and selected in the Timeline 1 Editor in the currently active document.

      import c4d
      
      def iter_scene_graph(doc):
          """Iterates the ``BaseObject`` nodes of the scene graph of a passed
           document.
          
          Args:
              doc (``c4d.documents.BaseDocument``): The document to iterate.
          
          Yields:
              c4d.BaseObject: An object node in the scene graph of the passed 
              document.
          
          Raises:
              TypeError: When ``doc`` ist not a ``c4d.documents.BaseDocument``.
          """
          if not isinstance(doc, c4d.documents.BaseDocument):
              raise TypeError(doc)
      
          node = doc.GetFirstObject()
          visited = []
      
          while(node):
              if node not in visited:
                  visited.append(node)
                  yield node
      
              # We will tarverse depth first.
              down_ = node.GetDown()
              up_ = node.GetUp()
              next_ = node.GetNext()
      
              if down_ and down_ not in visited:
                  node = down_
              elif next_:
                  node = next_
              else:
                  node = up_
      
      def main():
          """Entry point.
          """
          for node in iter_scene_graph(doc):
              selected = node.GetNBit(c4d.NBIT_TL1_SELECT)
              hidden = node.GetNBit(c4d.NBIT_TL1_HIDE)
              if selected and not hidden:
                  print "Do stuff with node '{node}'".format(node=node)
          
      if __name__=='__main__':
          main()
      

      Cheers,
      zipit

      MAXON SDK Specialist
      developers.maxon.net

      1 Reply Last reply Reply Quote 0
      • CairynC
        Cairyn
        last edited by

        Well, ultimately I want to get at the keys, but that part is trivial (get the CCurve, get the CKeys).

        My questions are in the bullet points: I am missing these functions, how can I implement them with my own code? (Or potentially better: Where in the API are they? Not that I have much hope about that...)

        Let's look at the first bullet point: where do I get a list of all tracks in a scene (regardless of the timeline for now)? Here's what code I currently have, in absence of an API function:

        """Name-en-US: Test - List all tracks
        Description-en-US: track list"""
        
        import c4d
        from c4d import gui
        
        def GetNextObject(op):
            if op==None: return None
            if op.GetDown(): return op.GetDown()
            while not op.GetNext() and op.GetUp(): op = op.GetUp()
            return op.GetNext()
        
        def IterAllObjects(doc):
            if doc is None: return
            op = doc.GetFirstObject()
            while op is not None:
                yield op
                op = GetNextObject(op)
        
        def IterAllShaders(obj):
            if obj is None: return
            op = obj.GetFirstShader()
            while op is not None:
                yield op
                op = GetNextObject(op)
        
        def IterAllMaterials(doc):
            if doc is None: return
            op = doc.GetFirstMaterial()
            while op is not None:
                yield op
                op = op.GetNext()
        
        def IterAllObjTracks(doc):
            if doc is None: return
            for track in doc.GetCTracks():
                yield track, "Document"
            for obj in IterAllObjects(doc):
                for track in obj.GetCTracks():
                    yield track, obj.GetName()
                for tag in obj.GetTags():
                    for track in tag.GetCTracks():
                        yield track, obj.GetName() + "::" + tag.GetName()
                    for shader in IterAllShaders(tag):
                        for track in shader.GetCTracks():
                            yield track, obj.GetName() + "::" + tag.GetName() + "::" + shader.GetName()
                    if tag.GetType() == c4d.Texpresso:
                        nodemaster = tag.GetNodeMaster()
                        if nodemaster:
                            node = nodemaster.GetRoot()
                            while node is not None:
                                for track in node.GetCTracks():
                                    yield track, obj.GetName() + "::" + tag.GetName() + "::" + node.GetName()
                                node = GetNextObject(node)
                for shader in IterAllShaders(obj):
                    for track in shader.GetCTracks():
                        yield track, obj.GetName() + "::" + shader.GetName()
        
        def IterAllMatTracks(doc):
            if doc is None: return
            for mat in IterAllMaterials(doc):
                for track in mat.GetCTracks():
                    yield track, mat.GetName()
                for shader in IterAllShaders(mat):
                    for track in shader.GetCTracks():
                        yield track, mat.GetName() + "::" + shader.GetName()
        
        def GetActiveTracks(doc, timeline_bit=c4d.NBIT_TL1_SELECT):
            # Timeline 1: c4d.NBIT_TL1_SELECT,
            # F-Curve 1: c4d.NBIT_TL1_FCSELECT,
            if doc is None: return
            active_tracks = []
        
            for track, name in IterAllObjTracks(doc):
                if track.GetNBit(timeline_bit):
                    active_tracks.append(track)
            for track, name in IterAllMatTracks(doc):
                if track.GetNBit(timeline_bit):
                    active_tracks.append(track)
        
            return active_tracks
        
        def main():
        
            print " "
            print "All Tracks"
            print "============="
            for track, name in IterAllObjTracks(doc):
                print name, track.GetName()
            for track, name in IterAllMatTracks(doc):
                print name, track.GetName()
            print " "
            print "Active Tracks"
            print "============="
            activeTracks = GetActiveTracks(doc)
            if activeTracks:
                for track in activeTracks:
                    print track.GetName()
        
        if __name__=='__main__':
            main()
        

        Note that it is not sufficient to go through all objects, I also need to consider all materials, all tags, all shaders which may not be limited to materials but also exist on objects or tags, and all nodes within an XPresso tag. Any of these may have an animation track.

        The code above works fine, but I can only find what I am looking for... For example, I have added an animation track in a test scene to the project's Dynamics settings. This code does not find that track because I have no idea in what object I need to look. (It's not the document, I already consider that one - if the doc can even hold any tracks at all, which I don't know).

        I also cannot know what I may miss with this code: Can an XPresso node have shaders again? May a shader have sub-trees that I don't know about? Can further tracks hide in proprietary plugins? Are there tag types with other subtrees of BaseList2D that may have tracks? How can I ever be sure that I have collected all the tracks?

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        • CairynC
          Cairyn
          last edited by

          The next question would be, how do I know whether any of these tracks are visible in the Timeline? (Alternatively, which objects - BaseList2D - are visible in the timeline.)

          I have checked the flags with the code above, and neither NBIT_TL1_SELECT nor NBIT_TL1_SELECT2 are doing what I want. They do represent the selection status of the objects, so... no complaints there... but they are not limited to visible elements. Here's an experiment:

          1. I create an animation with a cube and a sphere (each has a position track).
          2. I select them with Alt-T for the dope sheet in timeline 1, and use the timeline's bookmark function to create two views:
          3. One view shows only the cube's tracks, the other view shows only the sphere's tracks.
          4. I play with the selections and the bookmarks/views, and call my script from above to find out what tracks bear the NBIT_TL1_SELECT flag.

          Turns out: The script lists all selected elements even if the cube or the sphere are not visible in the timeline (the HIDE flag is never set, I work only with the bookmarks).

          That is logical; after all, when I change the view, the selected elements stay selected, even after being hidden for a while.

          But: That means the flag doesn't tell me what is currently visible in the timeline.

          Moreover: If I click on a track, I apparently deselect all others. "All others" are only the visible ones, though: running the script, or changing the bookmark, quickly proves that the invisible selected objects are still selected! The internal functionality seems to take that into account, e.g. when I DEL a few tracks, the selected ones on currently hidden objects are not deleted. As a user would expect.

          And that's a functionality I cannot replicate with my own code. I can find all selected tracks for a timeline, but these selected tracks are not necessarily visible in the TL at any given moment. And I can't find out which are. NBIT_TL1_SELECT plus NBIT_TL1_HIDE are not sufficient.

          Scene with simple animations_0002.c4d

          1 Reply Last reply Reply Quote 0
          • CairynC
            Cairyn
            last edited by

            Here's a more complete example that goes down to the curves and keys and counts keys in certain states:

            import c4d
            from c4d import gui
            
            def GetNextObject(op):
                if op==None: return None
                if op.GetDown(): return op.GetDown()
                while not op.GetNext() and op.GetUp(): op = op.GetUp()
                return op.GetNext()
            
            def IterAllObjects(doc):
                if doc is None: return
                op = doc.GetFirstObject()
                while op is not None:
                    yield op
                    op = GetNextObject(op)
            
            def IterAllShaders(obj):
                if obj is None: return
                op = obj.GetFirstShader()
                while op is not None:
                    yield op
                    op = GetNextObject(op)
            
            def IterAllMaterials(doc):
                if doc is None: return
                op = doc.GetFirstMaterial()
                while op is not None:
                    yield op
                    op = op.GetNext()
            
            def IterAllObjTracks(doc):
                if doc is None: return
                for track in doc.GetCTracks():
                    yield track, "Document"
                for obj in IterAllObjects(doc):
                    for track in obj.GetCTracks():
                        yield track, obj.GetName()
                    for tag in obj.GetTags():
                        for track in tag.GetCTracks():
                            yield track, obj.GetName() + "::" + tag.GetName()
                        for shader in IterAllShaders(tag):
                            for track in shader.GetCTracks():
                                yield track, obj.GetName() + "::" + tag.GetName() + "::" + shader.GetName()
                        if tag.GetType() == c4d.Texpresso:
                            nodemaster = tag.GetNodeMaster()
                            if nodemaster:
                                node = nodemaster.GetRoot()
                                while node is not None:
                                    for track in node.GetCTracks():
                                        yield track, obj.GetName() + "::" + tag.GetName() + "::" + node.GetName()
                                    node = GetNextObject(node)
                    for shader in IterAllShaders(obj):
                        for track in shader.GetCTracks():
                            yield track, obj.GetName() + "::" + shader.GetName()
            
            def IterAllMatTracks(doc):
                if doc is None: return
                for mat in IterAllMaterials(doc):
                    for track in mat.GetCTracks():
                        yield track, mat.GetName()
                    for shader in IterAllShaders(mat):
                        for track in shader.GetCTracks():
                            yield track, mat.GetName() + "::" + shader.GetName()
            
            def showTrack(track, name):
                print name, track.GetName(), 
                print "SelDope," if track.GetNBit(c4d.NBIT_TL1_SELECT) else "UnselDope,",
                print "SelFC," if track.GetNBit(c4d.NBIT_TL1_SELECT2) else "UnselFC,",
                print "SelCurve," if track.GetNBit(c4d.NBIT_TL1_FCSELECT) else "UnselCurve,",
                if track.GetNBit(c4d.NBIT_TL1_HIDE):
                    print "Hidden!"
                else:
                    curve = track.GetCurve()
                    if curve == None:
                        print "No curve!"
                    else:
                        keySelected = 0
                        keySelectedFC = 0
                        keyMute = 0
                        # curve does not have a function "GetFirstKey()"
                        for key_id in xrange(curve.GetKeyCount()):
                            key = curve.GetKey(key_id)
                            if key.GetNBit(c4d.NBIT_TL1_SELECT):
                                keySelected += 1
                            if key.GetNBit(c4d.NBIT_TL1_SELECT2):
                                keySelectedFC += 1
                            if key.GetNBit(c4d.NBIT_CKEY_MUTE):
                                keyMute += 1
                        print "Keys:", curve.GetKeyCount(), "SelDope:", keySelected, "SelFC:", keySelectedFC, "Mute:", keyMute
                
            def main():
                print " "
                print "Keys per track"
                print "=============="
                for track, name in IterAllObjTracks(doc):
                    showTrack(track, name)
                for track, name in IterAllMatTracks(doc):
                    showTrack(track, name)
            
            if __name__=='__main__':
                main()
            

            showTrack and main are the functions that are different from the last example. It is easy to verify now that stuff stays selected independently of what is shown in the timeline.

            1 Reply Last reply Reply Quote 0
            • P
              PluginStudent @Cairyn
              last edited by PluginStudent

              @Cairyn said in Still not possible to find out what's visible in the Timeline?:

              one that would return a list of all tracks in the scene.

              Things in Cinema are often stored as internal branches (GetBranchInfo()). So you can read all the branches of all things to get all the things.

              The "Active Object" examples does that to list the content of the scene, including the tracks.

              all_the_tracks.jpg

              1 Reply Last reply Reply Quote 1
              • CairynC
                Cairyn
                last edited by

                Thank you, @PluginStudent . I have tried to translate the C++ code from the example into a basic Python script that just writes the GetBranchInfo tree to the console; sadly there is a mysterious crash/hang somewhere...

                import c4d
                from c4d import gui
                
                
                emCount = 0
                
                def showBranchInfo(depth, obj):
                    global emCount
                
                    # Validity check
                    if obj == None: return
                
                    # Object output
                    emCount += 1
                    print "  " * depth, "Count=", emCount, "(object)"
                    if isinstance(obj, c4d.documents.BaseDocument):
                        print "  " * depth, "DOC:", obj.GetDocumentName()
                    elif not isinstance(obj, c4d.BaseList2D):
                        print "  " * depth, "Not a BaseList2D: ", obj
                        return
                    else:
                        print "  " * depth, "OBJ:", obj.GetName()
                
                    bis = obj.GetBranchInfo()
                    if bis == None or len(bis) == 0:
                        return
                    for bi in bis: # list of dict{‘head’, ‘name’, ‘id’, ‘flags’}
                        if len(bi) == 0: return # ### Test
                        listHead = bi['head']
                        nodeName = bi['name']
                
                        # List head output
                        emCount += 1
                        node = None
                        print "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                        if listHead == None:
                            print "  " * (depth+1), "No list head"
                        elif not isinstance(listHead, c4d.GeListHead):
                            print "  " * (depth+1), "Not a GeListHead:", listHead
                        else:
                            print "  " * (depth+1), nodeName, listHead
                            node = listHead.GetFirst()
                
                        # Content of sublist branch
                        locCount = 0
                        if node == None:
                            print "  " * (depth+2), "Empty list"
                        while node != None:
                            emCount += 1
                            print "  " * (depth+2), "El:", locCount, node
                            locCount += 1
                            if isinstance(node, c4d.BaseList2D):
                                showBranchInfo(depth + 3, node)
                                # no else case; node was already printed
                            node = node.GetNext()
                    # missing here: recurse into children of "node" or "obj"
                
                
                def main():
                    print " "
                    print "GetBranchInfo"
                    print "============="
                    showBranchInfo(1, doc)
                
                if __name__=='__main__':
                    main()
                

                If I limit emCount or depth to certain values, this recursion works fine (as mentioned in the code it's not going down into the child lists of a BaseObject but that's a thing I can add later).
                If I just run the code with no limits, C4D hangs (and in one instance even crashed with an access violation) while doing... something. Even after two days of experimenting, I have not found the exact point where it fails. (Half of the code is already validation...) I guess I will need to set up a complete debugging environment to catch the culprit... before even returning to the original question...

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

                  Not sure if it is related to your crash, but I have never seen someone using isinstance() this way.

                  In the C4D API, there is IsInstanceOf() to check for inheritance or type. See also Type.

                  CairynC 2 Replies Last reply Reply Quote 0
                  • CairynC
                    Cairyn @PluginStudent
                    last edited by Cairyn

                    @PluginStudent isinstance is the plain Python class comparison. IsInstanceOf() does not work here because it compares against type constants, and there is (AFAIK) no such constant for BaseDocument or BaseList2D or GeListHead.

                    EDIT: Oh, I'm stupid. I just saw that such a constant is used in the original example... okay, let's try that...

                    1 Reply Last reply Reply Quote 0
                    • CairynC
                      Cairyn @PluginStudent
                      last edited by

                      @PluginStudent No, didn't work with IsInstanceOf either.

                      For completeness: Tbasedocument and Tbaselist2d exist but are only documented in the C++ manual; missing in Python. Tgelisthead does not exist in either, so I still need to check the class against that with the Pythonic isinstance.

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

                        Hi Just to let you know its seems there is currently a bug somewhere (still have to figure out) but to avoid any issue check if the returned GeListHead and then if you iterate over all its children that each c4dAtom returned is alive with C4DAtom.IsAlive before doing anything on it(e.g.s print them).

                        That should fix your issue.

                        Cheers,
                        Maxime.

                        MAXON SDK Specialist

                        Development Blog, MAXON Registered Developer

                        CairynC 1 Reply Last reply Reply Quote 0
                        • CairynC
                          Cairyn @m_adam
                          last edited by

                          @m_adam Thank you, unfortunately that didn't work either... I check the object, the list head, and the list nodes all for being alive, and I do not get any output that they aren't. The crashes continue.

                          I have compiled the SDK, and the "Active Object Properties" dialog works fine even in places where the Python script hangs. So, it might be a Python-only issue.

                          So far, I think that these places are when the script encounters a "Tags" object (type 200001048). The first place I saw this was under ProjektHooks/PLKHUD/PSUNDOHEAD/PKHOP. When I skipped that branch explicitly, the next place of crash was under Modeling Objects Hooks/Modeling Objects Branch/Plane Manipulator and Pivot Manipulator (both branches contain a "Tags" element). Didn't continue after that.

                          However, trying to exclude these node types didn't help either. Apparently, the objects are so volatile that any way of touching them creates the crash already.
                          (Since the scene tags also hide under these nodes, I do not want to exclude them, anyway.)

                          Here's the code I tried last:

                          import c4d
                          from c4d import gui
                          
                          emCount = 0
                          handledList = []
                          
                          def showBranchInfo(depth, obj, f):
                              global emCount, handledList, maxCount, dialogCount
                          
                              try:
                                  # Validity check
                                  if obj == None: return
                                  if obj in handledList:
                                      print "Already handled! : ", obj
                                      print >>f, "Already handled! : ", obj
                                      f.flush()
                                      return
                                  else:
                                      handledList.append(obj)
                                  if not obj.IsAlive():
                                      print "Object not alive!"
                                      print >>f, "Object not alive!"
                                      f.flush()
                                      return
                                  if obj.GetType() == 200001048:
                                      print "Object is 200001048!"
                                      print >>f, "Object is 200001048!"
                                      f.flush()
                                      return
                              except:
                                  print >>f, "ERROR in validity check"
                                  f.flush()
                                  return
                          
                              try:
                                  # Object output
                                  emCount += 1
                                  print "  " * depth, "Count=", emCount, "(object)"
                                  print >>f, "  " * depth, "Count=", emCount, "(object)"
                                  f.flush()
                                  if isinstance(obj, c4d.documents.BaseDocument):
                                      print "  " * depth, "DOC:", obj.GetDocumentName()
                                      print >>f, "  " * depth, "DOC:", obj.GetDocumentName()
                                      f.flush()
                                      # this is also a BaseList2D so we can continue
                                  elif not isinstance(obj, c4d.BaseList2D):
                                      print "  " * depth, "Not a BaseList2D: ", obj
                                      print >>f, "  " * depth, "Not a BaseList2D:", obj
                                      f.flush()
                                      return
                                  else:
                                      print "  " * depth, "OBJ:", obj.GetName()
                                      print >>f, "  " * depth, "OBJ:", obj.GetName()
                                      f.flush()
                              except:
                                  print >>f, "ERROR in object output"
                                  f.flush()
                                  return
                          
                              try:
                                  child = obj.GetDown()
                                  if child != None:
                                      while child:
                                          showBranchInfo(depth + 1, child, f)
                                          child = child.GetNext()
                              except:
                                  print >>f, "ERROR in subobject recursion"
                                  f.flush()
                                  return
                          
                              try:
                                  bis = obj.GetBranchInfo()
                                  if bis == None:
                                      print "ERROR: no branch info retrieved"
                                      print >>f, "ERROR: no branch info retrieved"
                                      f.flush()
                                      return
                                  # empty branch info is allowed, so no len() check!
                              except:
                                  print >>f, "ERROR in GetBranchInfo"
                                  f.flush()
                                  return
                          
                              try:
                                  for bi in bis: # list of dict{‘head’, ‘name’, ‘id’, ‘flags’}
                          
                                      try:
                                          if len(bi) == 0:
                                              print "ERROR: no entries in dict list"
                                              print >>f, "ERROR: no entries in dict list"
                                              f.flush()
                                              return
                                          listHead = bi['head']
                                          nodeName = bi['name']
                                          # print bi['id']
                                          # print bi['flags']
                                      except:
                                          print >>f, "ERROR in dict list check"
                                          f.flush()
                                          return
                          
                                      try:
                                          # List head output
                                          emCount += 1
                                          node = None
                                          print "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                                          print >>f, "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                                          f.flush()
                                          # Crash irgendwo hier
                                          if listHead == None:
                                              print "  " * (depth+1), "No list head"
                                              print >>f, "  " * (depth+1), "No list head"
                                              f.flush()
                                          elif not listHead.IsAlive():
                                              print "List head not alive!"
                                              print >>f, "List head not alive!"
                                              f.flush()
                                          elif not isinstance(listHead, c4d.GeListHead):
                                              print "  " * (depth+1), "Not a GeListHead:", listHead
                                              print >>f, "  " * (depth+1), "Not a GeListHead:", listHead
                                              f.flush()
                                          else:
                                              print "  " * (depth+1), nodeName, listHead
                                              print >>f, "  " * (depth+1), nodeName, listHead
                                              f.flush()
                                              node = listHead.GetFirst()
                                      except:
                                          print >>f, "ERROR in list head output"
                                          f.flush()
                                          return
                          
                                      try:
                                          # Content of sublist branch
                                          locCount = 0
                                          if node == None:
                                              print "  " * (depth+2), "Empty list"
                                              print >>f, "  " * (depth+2), "Empty list"
                                              f.flush()
                                          while node != None:
                                              if node.IsAlive():
                                                  if node.GetType() != 200001048:
                                                      emCount += 1
                                                      print "  " * (depth+2), "El:", locCount, node
                                                      print >>f, "  " * (depth+2), "El:", locCount, node
                                                      f.flush()
                                                      locCount += 1
                                                      if isinstance(node, c4d.BaseList2D):
                                                          showBranchInfo(depth + 3, node, f)
                                                          # no else case; node was already printed
                                                  else:
                                                      print "List node is 200001048!"
                                                      print >>f, "List node is 200001048!"
                                                      f.flush()
                                                      return
                                              else:
                                                  print "List node not alive!"
                                                  print >>f, "List node not alive!"
                                                  f.flush()
                                              node = node.GetNext()
                                      except:
                                          print >>f, "ERROR in sublist branch handling"
                                          f.flush()
                                          return
                          
                                  # missing here: recurse into children of "node" or "obj"
                              except:
                                  print >>f, "ERROR in dictionary loop"
                                  f.flush()
                                  return
                          
                              try:
                                  print >>f, "  " * depth, "Returning from depth:", depth
                                  f.flush()
                              except:
                                  print >>f, "ERROR in return"
                                  f.flush()
                                  return
                          
                          
                          def main():
                              print " "
                              print "GetBranchInfo"
                              print "============="
                              f = open("L:/getbranchinfo.txt", "at")
                              showBranchInfo(1, doc, f)
                              f.close()
                          
                          
                          if __name__=='__main__':
                              main()
                          

                          You can happily ignore the try/except blocks, as they never caught any error.
                          Considering that the code now consists of 80% error checking, this is a very frustrating exercise.

                          Interestingly, my initial example that uses GetCTracks() works fine (for what it does) and does not crash, even when handling (scene) tags. I suspect the issue ultimately lies in the GetBranchInfo() function somewhere.

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                          • M
                            m_adam
                            last edited by

                            creating a cube and call op.GetBranchInfo is enough to trigger a crash, since its a C++ crash, there is no room for python to catch it.

                            MAXON SDK Specialist

                            Development Blog, MAXON Registered Developer

                            CairynC 1 Reply Last reply Reply Quote 0
                            • CairynC
                              Cairyn @m_adam
                              last edited by

                              @m_adam oops... didn't expect that, since the Active Object Properties sample works fine (solely in C++).

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                              • CairynC
                                Cairyn
                                last edited by

                                Okay, it's definitely the Tags node. I added some code to check for the name "Tags" in the list returned by GetBranchInfo() to skip that dictionary entry before even the list head is touched. That works, the recursion/iteration is running through without crash.

                                Of course, that makes the scene tags disappear from the list, so I also added in an else case that explicitly calls GetTags() on the original object, and continues the recursion with any returned tags.

                                For testing, I also added a collector list for the tracks (which were the original goal of this exercise...) and print the tracks at the end of the code. For a few test scenes, this apparently works; I have no idea about the overall soundness and completeness of this workaround though.

                                Here's the code for anyone who might face the same issue:

                                import c4d
                                from c4d import gui
                                
                                emCount = 0
                                handledList = []
                                tracks = []
                                
                                def showBranchInfo(depth, obj, f):
                                    global emCount, handledList, maxCount, dialogCount, tracks
                                
                                    # Validity check
                                    if obj == None: return
                                    if not obj.IsAlive():
                                        print "Object not alive!"
                                        print >>f, "Object not alive!"
                                        f.flush()
                                        return
                                    if obj.GetType() == 200001048:
                                        print "Object is 200001048!"
                                        print >>f, "Object is 200001048!"
                                        f.flush()
                                        return
                                    if obj in handledList:
                                        print "Already handled! : ", obj
                                        print >>f, "Already handled! : ", obj
                                        f.flush()
                                        return
                                    else:
                                        handledList.append(obj)
                                
                                    # Object output
                                    emCount += 1
                                    print "  " * depth, "Count=", emCount, "(object)"
                                    print >>f, "  " * depth, "Count=", emCount, "(object)"
                                    f.flush()
                                    if isinstance(obj, c4d.documents.BaseDocument):
                                        print "  " * depth, "DOC:", obj.GetDocumentName()
                                        print >>f, "  " * depth, "DOC:", obj.GetDocumentName()
                                        f.flush()
                                        # this is also a BaseList2D so we can continue
                                    elif not isinstance(obj, c4d.BaseList2D):
                                        print "  " * depth, "Not a BaseList2D: ", obj
                                        print >>f, "  " * depth, "Not a BaseList2D:", obj
                                        f.flush()
                                        return
                                    else:
                                        print "  " * depth, "OBJ:", obj.GetName()
                                        print >>f, "  " * depth, "OBJ:", obj.GetName()
                                        f.flush()
                                
                                    # assemble the tracks of the object
                                    addTracks = obj.GetCTracks() # returns a list
                                    tracks.extend(addTracks)
                                
                                    # go through the children of the object if present
                                    child = obj.GetDown()
                                    if child != None:
                                        while child:
                                            showBranchInfo(depth + 1, child, f)
                                            child = child.GetNext()
                                
                                    # check the branch info and go into all dependent branches
                                    bis = obj.GetBranchInfo()
                                    if bis == None or len(bis) == 0:
                                        print "  " * (depth+1), "No branch info retrieved, or empty"
                                        print >>f, "  " * (depth+1), "No branch info retrieved, or empty"
                                        f.flush()
                                        return
                                
                                    for bi in bis: # list of dict{‘head’, ‘name’, ‘id’, ‘flags’}
                                
                                        if len(bi) == 0:
                                            print "ERROR: no entries in dict list"
                                            print >>f, "ERROR: no entries in dict list"
                                            f.flush()
                                            return
                                        nodeName = bi['name']
                                        if nodeName != "Tags":
                                            listHead = bi['head']
                                            # print bi['id']
                                            # print bi['flags']
                                
                                            # List head output
                                            emCount += 1
                                            node = None
                                            print "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                                            print >>f, "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                                            f.flush()
                                            # Crash irgendwo hier
                                            if listHead == None:
                                                print "  " * (depth+1), "No list head"
                                                print >>f, "  " * (depth+1), "No list head"
                                                f.flush()
                                            elif not listHead.IsAlive():
                                                print "List head not alive!"
                                                print >>f, "List head not alive!"
                                                f.flush()
                                            elif not isinstance(listHead, c4d.GeListHead):
                                                print "  " * (depth+1), "Not a GeListHead:", listHead
                                                print >>f, "  " * (depth+1), "Not a GeListHead:", listHead
                                                f.flush()
                                            else:
                                                print "  " * (depth+1), nodeName, listHead
                                                print >>f, "  " * (depth+1), nodeName, listHead
                                                f.flush()
                                                node = listHead.GetFirst()
                                
                                            # Content of sublist branch
                                            locCount = 0
                                            if node == None:
                                                print "  " * (depth+2), "Empty list"
                                                print >>f, "  " * (depth+2), "Empty list"
                                                f.flush()
                                            while node != None:
                                                if node.IsAlive():
                                                    if node.GetType() != 200001048:
                                                        emCount += 1
                                                        print "  " * (depth+2), "El:", locCount, node
                                                        print >>f, "  " * (depth+2), "El:", locCount, node
                                                        f.flush()
                                                        locCount += 1
                                                        if isinstance(node, c4d.BaseList2D):
                                                            showBranchInfo(depth + 3, node, f)
                                                            # no else case; node was already printed
                                                    else:
                                                        print "List node is 200001048!"
                                                        print >>f, "List node is 200001048!"
                                                        f.flush()
                                                        return
                                                else:
                                                    print "List node not alive!"
                                                    print >>f, "List node not alive!"
                                                    f.flush()
                                                node = node.GetNext()
                                        else:
                                            print "Tags skipped!"
                                            print >>f, "Tags skipped!"
                                            f.flush()
                                            if isinstance(obj,c4d.BaseObject):
                                                taglist = obj.GetTags()
                                                print "  " * (depth+2), "Tag list, length=", len(taglist)
                                                print >>f, "  " * (depth+2), "Tag list, length=", len(taglist)
                                                f.flush()
                                                for tag in taglist:
                                                    showBranchInfo(depth + 3, tag, f)
                                
                                    # missing here: recurse into children of "node" or "obj"
                                
                                    print >>f, "  " * depth, "Returning from depth:", depth
                                    f.flush()
                                
                                
                                def main():
                                    global tracks
                                    print " "
                                    print "GetBranchInfo"
                                    print "============="
                                    f = open("L:/getbranchinfo.txt", "at")
                                    showBranchInfo(1, doc, f)
                                    for track in tracks:
                                        print track
                                        print >>f, track
                                    f.close()
                                
                                
                                if __name__=='__main__':
                                    main()
                                

                                (also, unsolicited advertising because I really spend too much time with this)
                                https://www.patreon.com/cairyn
                                there you go!

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                                • M
                                  m_adam
                                  last edited by

                                  Hi, I found the issue, unfortunately, nothing on your side you can do to fix it.

                                  I marked this topic as solved, and will bump the topic once a fix is included in a public release.
                                  Keep in mind this is a Python only issue.

                                  Cheers,
                                  Maxime.

                                  MAXON SDK Specialist

                                  Development Blog, MAXON Registered Developer

                                  CairynC 1 Reply Last reply Reply Quote 0
                                  • CairynC
                                    Cairyn @m_adam
                                    last edited by

                                    @m_adam okay, good that it's found... I guess I can go with the code above for now that excludes tags explicitly and gathers them in a different recursion.

                                    As per the original issue (there is no function in the API that returns the currently visible tracks in timeline n), I guess I would need to make a requirement/suggestion on Maxon's site? Or is something like this planned already?

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                                    • M
                                      m_adam
                                      last edited by

                                      The bug is fixed in R23.

                                      Cheers,
                                      Maxime

                                      MAXON SDK Specialist

                                      Development Blog, MAXON Registered Developer

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