Set UVWs for Ngons?
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For updating the changed UVWs I am using:
# Update UV data in Cinema 4D using updated data from RizomUV def update_uvs_in_cinema4d(doc, obj, poly_sizes, poly_uvw_ids, updated_uvws): # Retrieve the active document and object once doc, obj = get_active_object() if not obj or not isinstance(obj, c4d.PolygonObject): gui.MessageDialog("No Polygon Object selected.") return # Get the Polygon Translation Map poly_trans_map = obj.GetPolygonTranslationMap() polygon_count, ngon_map = poly_trans_map # Detect if there are ngons by checking if the ngonMap contains repeated values all_polygons = obj.GetAllPolygons() has_ngons = len(set(ngon_map)) != len(ngon_map) ngon_count = obj.GetNgonCount() print("Number of polygons including polygons inside any ngons: ", len(all_polygons)) print("Number of polygons including ngons: ",polygon_count) print("Number of ngons: ",ngon_count) print("Number of internal ngon edges: ",len(ngon_map) - len(set(ngon_map))) uvw_tag = obj.GetTag(c4d.Tuvw) if not uvw_tag: print("No UVW Tag found.") return doc.SetMode(c4d.Mpolygons) handle = c4d.modules.bodypaint.GetActiveUVSet(doc, c4d.GETACTIVEUVSET_ALL) if handle is None: c4d.CallCommand(170103) # Open UV editor if c4d.API_VERSION >= 22000: c4d.modules.bodypaint.UpdateMeshUV(False) handle = c4d.modules.bodypaint.GetActiveUVSet(doc, c4d.GETACTIVEUVSET_ALL) if handle is None: raise RuntimeError("No Active UVSet") uv_index = 0 assembled_uvws = [] adjusted_uvws = adjust_uvs(updated_uvws) # Ensure UVs are normalized correctly for poly_idx, poly_size in enumerate(poly_sizes): uv_dict = {} uv_indices = poly_uvw_ids[uv_index:uv_index + poly_size] uv_index += poly_size # Handle triangles if poly_size == 3: uv_dict = { 'c': c4d.Vector(adjusted_uvws[uv_indices[0] * 3], adjusted_uvws[uv_indices[0] * 3 + 1], adjusted_uvws[uv_indices[0] * 3 + 2]), 'b': c4d.Vector(adjusted_uvws[uv_indices[1] * 3], adjusted_uvws[uv_indices[1] * 3 + 1], adjusted_uvws[uv_indices[1] * 3 + 2]), 'a': c4d.Vector(adjusted_uvws[uv_indices[2] * 3], adjusted_uvws[uv_indices[2] * 3 + 1], adjusted_uvws[uv_indices[2] * 3 + 2]) } # Handle quads elif poly_size == 4: uv_dict = { 'd': c4d.Vector(adjusted_uvws[uv_indices[0] * 3], adjusted_uvws[uv_indices[0] * 3 + 1], adjusted_uvws[uv_indices[0] * 3 + 2]), 'c': c4d.Vector(adjusted_uvws[uv_indices[1] * 3], adjusted_uvws[uv_indices[1] * 3 + 1], adjusted_uvws[uv_indices[1] * 3 + 2]), 'b': c4d.Vector(adjusted_uvws[uv_indices[2] * 3], adjusted_uvws[uv_indices[2] * 3 + 1], adjusted_uvws[uv_indices[2] * 3 + 2]), 'a': c4d.Vector(adjusted_uvws[uv_indices[3] * 3], adjusted_uvws[uv_indices[3] * 3 + 1], adjusted_uvws[uv_indices[3] * 3 + 2]) } # Handle ngons (polygons with more than 4 vertices) elif has_ngons: # Sort the vertices properly and create the UV dict dynamically alphabet = 'abcdefghijklmnopqrstuvwxyz' for i in range(poly_size): # Make sure to use the correct UV order key = alphabet[i] if i < len(alphabet) else f'v{i}' # Handle large ngons uv_dict[key] = c4d.Vector( adjusted_uvws[uv_indices[i] * 3], adjusted_uvws[uv_indices[i] * 3 + 1], adjusted_uvws[uv_indices[i] * 3 + 2] ) assembled_uvws.append(uv_dict) handle.SetUVWFromTextureView(assembled_uvws, True, True, True) bodypaint.FreeActiveUVSet(handle) c4d.EventAdd()
My problem is, it works with a mesh that is only quads and tris or any combination thereof, but if the mesh contains any ngons then I get this result:
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@ELJeffery
The image:
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Hello @ELJeffery,
Welcome to the Maxon developers forum and its community, it is great to have you with us!
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It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: Asking Questions.
About your First Question
Please have a look at Support Procedures: How to Ask Questions, specifically in the context of repeatability. We cannot run your code as it is not executable as it is lacking things like imports and also some logic, e.g.
adjust_uvs
. Otherwise answering your question is pure guess work for us. Please also explain in one to two sentences what you want to achieve. "Updating" uv data is a very broad term. Until there some clarity and executable code, that is unfortunately all I can say.Cheers,
Ferdinand -
@ferdinand I figured this issue out so you can mark this as solved/closed. Thank you.