Script Befehl
-
hi.
thanks a lot @WDP
as @a_block said, there is no one function solution for that. You need to know how to create a key for that parameter. We have an example on github how to create a track and a keyframe for the coordinates (only the Y track) of an object. If you know how to use DescID, that will be easy to adapt the example. You have our manual about DescID on our c++ documentation that will help you to understand how it works.
I would start using GetActiveObjects and iterate the retrieved objects to display the current state of the "Show in viewport" and after that, trying to add the track and the keyframe.
Cheers,
Manuel -
allmost alll functions in C4D have a Script ID and there is no script command for editor visibility and rendering visibility of Renderer( Key Frame) for a Animation? I have an animation and would like to only undef objects from the keyframe for editor visibility and render visibility per Key Frame, why isn't there a script command for these two functions?
Tried the Git Hub sample that only creates new objects.
I just want a script command that lets you control the (attributes base editor visibility and render visibility / Key Frame).
Do you also have a tip for me why can I only control individual objects and not several with this script?
Thank you very much!import c4d def main(): """ Toggles both the render and editor visbilty of the active object. """ if op is None: return if op.GetEditorMode() == c4d.MODE_UNDEF: op.SetEditorMode(c4d.MODE_ON) op.SetRenderMode(c4d.MODE_ON) elif op.GetEditorMode() == c4d.MODE_OFF: op.SetEditorMode(c4d.MODE_UNDEF) op.SetRenderMode(c4d.MODE_UNDEF) else: op.SetEditorMode(c4d.MODE_OFF) op.SetRenderMode(c4d.MODE_OFF) c4d.EventAdd() if __name__=='__main__': main()
-
@wdp That's not quite correct, the
CallCommand
IDs and the simple property calls will (almost) never set a key, for example, if you change the subdivision property in a cube, this will be a static change and not set any animation key either. The visibility flags behave exactly the same. Triggering the key-setting is just another functionality, which must be called separately.If you're interested in this specific group of functions, I have a course
https://www.patreon.com/cairyn
which explains this stuff in section 14.
(Though I am also sure that the PluginCafé has the answer for free already, I remember the topic being discussed, but you may need to search for it, and perhaps study the API some more. Also, as @m_magalhaes said, there is a Maxon Github example where you can copy and paste code from.)Once you understand the way keys are handled, you can create a function that works for any
DescID
(or copy it...), which is probably what you want.As for your other question, you are calling the
EditorMode
functions on theop
variable which is a predefined variable containing a single selection. If there are no objects selected OR there is more than one object selected, thenop
will beNone
so your call causes an error.
To handle more than one selected object at a time, you need to retrieve a list of selections by callingGetActiveObjects
( @m_magalhaes said that as well) and then go through afor
loop calling the functions for every object in the list. -
@wdp said in Script Befehl:
allmost alll functions in C4D have a Script ID and there is no script command for editor visibility and rendering visibility of Renderer( Key Frame) for a Animation? I have an animation and would like to only undef objects from the keyframe for editor visibility and render visibility per Key Frame, why isn't there a script command for these two functions?
You mean that the script log does not log it correctly? That could be considered as a bug, but the script log does not log everything.
I 'am not sure if you are asking to someone to do the work or want to learn how to do it?
I linked you this thread where i added some code to toggle the viewport and render setting from default to off for all the selected objects, usingGetActiveObjects
Based on examples found on github you can do something like this. You would need to add the Undo step, please have a look at our manual to understand how it works
Of course, you must add the check for the render track. That can be done by creating an array of descID and with a loop you can check several tracks.
from typing import Optional import c4d def IsThereAKey (obj) -> None: # Searches object's view track # For that the track ID must be defined and created. DescID are composed of descLevel. See c++ manual for more information trackID = c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_VISIBILITY_EDITOR, c4d.DTYPE_LONG, op.GetType())) # With the track ID, FindCTrack can be used to retrieve if a track exist for this object. track = obj.FindCTrack(trackID) if track is None: raise RuntimeError("Failed to retrieve the track, Object may not have a visibility track.") # Retrieve the curve from the track. For more information see our track manual # https://developers.maxon.net/docs/cpp/2023_2/page_manual_ctrack.html curve = track.GetCurve() if curve is None: raise RuntimeError("Failed to retrieve the curves, Object may not have curves.") # Retrieve the document current time to see if a key exist for that frame time = doc.GetTime() # try to find a key at the current time of the document found = curve.FindKey(time) if found is None: raise RuntimeError("Could not find key at given BaseTime.") # The key information can be or the key can be deleted. # To delete the key, the function DelKey will be used # The index of the retrieved key index = found["idx"] # The retrieved key key = found["key"] print (index, key) # To delete the key, the function DelKey will be used curve.DelKey(index) def main() -> None: allobj = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_CHILDREN) for obj in allobj: IsThereAKey(obj) c4d.EventAdd() if __name__=='__main__': main()
Cheers,
Manuel -
Thanks for the script that deletes a key frame, but do you also have a script that adds the key frame?
-
hi,
I already pointed you to our github repository and our example to create a track and a keyframe in this post. 22 days ago. The purpose of this forum is to answer people's question, not to develop their tool. Please read our forum guidelines. Is there anything topic you do not understand to create your script, or what part are you struggling with?
Cheers,
Manuel -
Hi!
Sorry I'm new to Python and still have to learn a lot, I've tested the Github example thanks for that, but I still can't get a keyframe to control my object visibility in Stage Animation?
It would be very nice of you if you could help me again.
Thank you very much! -
Hi,
You should also describe where you are stuck instead of only talking about the final goal.. I've created you this script with comment. Please read them and ask question if there are things you do not understand.
To make it simple, i did not implemented the undo system. You can have a look at our manual to understand a bit better what you have to do. And ask questions
Cheers,
Manuelfrom typing import Optional import c4d def SwitchVisibilityAndCreateKeyFrame (obj) -> None: # Switch the visibility of the object and create a keyframe at the current time of the document. # If the keyframe already exist, it will update the keyframe and switch between ON and OFF. # DescID allow to define how parameter can be access and what data type they are made of. # Just like parameter, DescID can be composed of several level to access the correct data. # Those levels composed some sort of path to follow to retrieve the correct data. # Define two desscID to access the editor and render visibility of the object. trackIDs = [] trackIDs.append(c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_VISIBILITY_EDITOR, c4d.DTYPE_LONG,0))) trackIDs.append(c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_VISIBILITY_RENDER, c4d.DTYPE_LONG,0))) for trackID in trackIDs: # Define the parameter value in the object itself. If it is undef we define it to off. # Otherwise, we switch the value. if obj[trackID] == c4d.OBJECT_UNDEF: obj[trackID] = c4d.OBJECT_OFF else: obj[trackID] = obj[trackID] ^ 1 # With the track ID, FindCTrack can be used to retrieve if a track exist for this object. track = obj.FindCTrack(trackID) if track is None: #if there is no track, create it and insert it in the object. track = c4d.CTrack(obj, trackID) if track is None: raise RuntimeError("Cannot create the track.") obj.InsertTrackSorted(track) # Retrieve the curve from the track. For more information see our track manual curve = track.GetCurve() if curve is None: raise RuntimeError("Failed to retrieve the curves, Object may not have curves.") # Retrieve the current time of the document so the key can be added at the right place currentTime = doc.GetTime() keyDict = curve.AddKey(currentTime) # Checks if the key have been added if keyDict is None: raise MemoryError("Failed to create a key") # Retrieves the inserted key and its index key = keyDict["key"] keyIndex = keyDict["nidx"] # Sets the value of the key. Because in this case, the function SetGeData must be used. # SetValue should only be used for Float values. key.SetGeData(curve, obj[trackID]) # Mandatory: Fill the key with default settings curve.SetKeyDefault(doc, keyIndex) # Changes it's interpolation to step. key.SetInterpolation(curve, c4d.CINTERPOLATION_STEP) def main() -> None: # Called when the plugin is selected by the user. Similar to CommandData.Execute. # Retrieve the active objects allobj = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_CHILDREN) for obj in allobj: SwitchVisibilityAndCreateKeyFrame(obj) c4d.EventAdd() if __name__=='__main__': main()
-
Thank you very much!!
-
Hello @WDP,
without any further questions and other postings, we will consider this topic as solved and flag it as such by Friday, 17/06/2022.
Thank you for your understanding,
Ferdinand