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    Selected Keys? Move Keys?

    PYTHON Development
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 23/02/2011 at 13:58, xxxxxxxx wrote:

      Yea, I'll try to write this in Python now. 🙂 I didn't know where to start, because I'm absolutely not familiar with Animation stuff and so on. .. @_@ But now I have a reference of the COFFEE Version.
      Seems like we're a good Team 😂

      I can only be on a mobile device for today, but I'll write the Raw Code on it ow and the search Bugs on  my computer tomorrow.
      I'll be back with new Infos then. 🙂

      Cheers, nux

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 23/02/2011 at 14:33, xxxxxxxx wrote:

        Trying my best to follow this. Not sitting idly by.
        So far I can only get key values on one track.
        And the selection of key seems to depend on the object selection, rather than just a key selection
        Confused - but learning as I go. Thanks again to all

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 23/02/2011 at 15:34, xxxxxxxx wrote:

          Originally posted by xxxxxxxx

          So far I can only get key values on one track.

          Yes. The python example I posted only loops though all the keys on a single track using a for loop.
          In order to get the keys on the other tracks. That for loop would need to be inside of a while loop to move on to the next track. which isn't that difficult to do.
          The hard part is that you have to get the last key first as you loop through all of this stuff. Because if you move the first keys in order. They will end up on top of eachother. And the loop will fail.
          Think of a train pulling it's cargo cars.

          The code in Coffee to do that looks like this: for(i=curve->GetKeyCount()-1; i>=0 ; --i)
          Which means. Start from the last key. Then work your way back every time the loop runs.
          I don't know how to write that kind of loop in python yet.

          Originally posted by xxxxxxxx

          And the selection of key seems to depend on the object selection, rather than just a key selection
          Confused - but learning as I go. Thanks again to all

          Sort of. It's a case of Parent ->Child relationships.
          The document is the parent of all objects. So to get at objects in python you write doc.GetActiveObject(). Where doc is the parent, and the selected object is the child.

          The same rule goes for things attached to objects.
          -Tracks are the children of objects.
          --Curves are the children of tracks
          ---Keys are the children of curves.

          So you almost never grab things directly in C4D. You get the parent. Then drill down into it's children until you reach the item you want to manipulate.
          Hope that makes sense.

          -ScottA

          Edit* - I just found this with Google. Turns out it's not as hard to do a revese loop in python as I thought. In fact it's pretty darned simple:

              cnt = curve.GetKeyCount()  
            for i in reversed(xrange(cnt)) :  
             keys = curve.GetKey(i)  
             if keys.GetNBit(5) is 1: # If a key is selected             
              print keys.GetValue() #print the key's value
          

          We'll get it working eventually deepshade. 🙂

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 23/02/2011 at 21:09, xxxxxxxx wrote:

            Uhm. just by the way: Why do we need a reversed loop ?

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 23/02/2011 at 21:55, xxxxxxxx wrote:

              Now, i got it all work. Only thing missing is the GetNBit, cause I have not enough Time now. I'll post the full code later on. 🙂
              But a look in the SDK makes me think that CKeys doesn't have the function GetNBit because it's a method of the GeListNode Class.. ?

              PS: Still don't understand why you used an Invers Iteration.

              //edit:

              So, here's the complete function: 🙂
              Even with Undo-Functionality 😉

              def MoveSelectedKeys(op,offset,timeln = 1) :    # offset in frames  
                import c4d  
                
                if (not op) or (not offset) : return False  
                
                if timeln == 1: timeln = c4d.NBIT_TL1_SELECT  
                elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT  
                elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT  
                elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT  
                else:  
                    import math  
                    timeln = math.fmod(timeln,4)  
                    MoveSelectedKeys(op,offset,timeln)  
                
                doc = op.GetDocument()  
                doc.StartUndo()  
                
                track = op.GetFirstCTrack()  
                if not track: return False  
                
                fps = float(doc.GetFps())  
                
                while track:  
                    curve = track.GetCurve()  
                    cnt = curve.GetKeyCount()  
                    for i in xrange(cnt) :  
                        key = curve.GetKey(i)  
                        if key.GetNBit(int(timeln)) == True:  
                            tme = key.GetTime()  
                            doc.AddUndo(c4d.UNDOTYPE_CHANGE,op)  
                            key.SetTime(curve,c4d.BaseTime(offset/fps+tme.Get()))  
                    track = track.GetNext()  
                doc.EndUndo()  
                c4d.EventAdd(c4d.MSG_UPDATE)  
                
                return True
              

              Is there a bit for keys in the "usual" timeline ? This one does only affect the selected keys in the Manager .. Confused

              Cheers, nux

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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 24/02/2011 at 07:56, xxxxxxxx wrote:

                Good job nux.
                I like how you implemented the other timeline windows.

                I needed to use a reverse loop in Coffee because if I had for example: keys ten frames apart and an offset value of ten. The first key would get moved on top of the last key. Then when the loop came around a second time. The keys were all on the same frame and it couldn't figure out what to move.
                I didn't know of any other way to do it.

                Deepshade,
                Just in case you don't know this. What nux posted is a method.
                So if you want to use this in the python script manager. You paste it above the def main section.
                Then call to the method like this:

                  
                def main() :  
                  obj = doc.GetActiveObject()  
                  offset = 15 #change this value as needed  
                  MoveSelectedKeys(obj,offset,timeln = 1)   
                  
                if __name__=='__main__':  
                  main()
                

                -ScottA

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 24/02/2011 at 08:34, xxxxxxxx wrote:

                  OMG 🙂 - just dropped in for a look. Middle of some exhibition visual at present. Back this evening. Will have a good read later.

                  cheers all

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                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 24/02/2011 at 08:34, xxxxxxxx wrote:

                    Let me add, that in the SkriptManager op is automatically the selected Object. 🙂
                    And you don't need to overload the timeln since you don't want timeline 2,3 or 4.
                    So this works too:

                      
                        
                        
                        import c4d  
                        def main() :  
                          offset = 15 #change this value as needed  
                          MoveSelectedKeys(op,offset)   
                          
                        if __name__=='__main__':  
                          main()
                    
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                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 25/02/2011 at 03:47, xxxxxxxx wrote:

                      Hi All

                      Sorry for lack of contribution - yesterdays work over ran
                      try to get back to this as soon as job is out of the door

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                      • H
                        Helper
                        last edited by

                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                        On 26/02/2011 at 02:07, xxxxxxxx wrote:

                        Hi all

                        Finally escaped from the last job.

                        A couple of things

                        1
                        Confusion
                        Just to confirm - the original concept was for staggered keys on multiple objects
                        Don't get me wrong - not complaining - just need to be clear what I'm seeing

                        The code is there in the while loop looks like it iterates through all the tracks of a single selected object.
                        If I select more than one object - nothing happens? (no provision in script so far)

                        2
                        I'd assume (if you want to modify keys differently for different objects) it would be better to write a small function 
                        and modify the Key value before running Key.SetTime(...etc 
                        dependent on the number of selected tracks
                        Sadly I cant see a way to return the count of selected tracks (yes Scott I now see the route) - so I guess 
                        the whole things needs to run in an outer loop - iterating through the selected objects?

                        Another issue  - if you modify the offset inside the While track loop
                        ie after
                        key.SetTime..
                        with something as simple as offset = offset + 10
                        Assuming you have a POS ROT SCALE tracks as well
                        Selecting all tracks is fine
                        Selecting just one track ie POS - inserts two extra sets of keyframes
                        as the while loop count is based on the total number of tracks
                        Cant see a simple solution

                        3
                        can't find reference to
                        C4d.NBIT_TL1_SELECT in the SDK - I take it these refer to the 4 timelines
                        Where did you get that info pls?

                        def MoveSelectedKeys(op,offset,timeln = 1) :    # offset in frames
                            import c4d
                          
                            if (not op) or (not offset) : return False
                          
                            if timeln == 1: timeln = c4d.NBIT_TL1_SELECT
                            elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT
                            elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT
                            elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT
                            else:
                                import math
                                timeln = math.fmod(timeln,4)
                                MoveSelectedKeys(op,offset,timeln)
                          
                            doc = op.GetDocument()
                            doc.StartUndo()
                          
                            track = op.GetFirstCTrack()
                            if not track: return False
                          
                            fps = float(doc.GetFps())
                          
                            while track:
                                curve = track.GetCurve()
                                cnt = curve.GetKeyCount()
                                for i in xrange(cnt) :
                                    key = curve.GetKey(i)
                                    if key.GetNBit(int(timeln)) == True:
                                        tme = key.GetTime()
                                        doc.AddUndo(c4d.UNDOTYPE_CHANGE,op)
                                        key.SetTime(curve,c4d.BaseTime(offset/fps+tme.Get()))
                                track = track.GetNext()
                            doc.EndUndo()
                            c4d.EventAdd(c4d.MSG_UPDATE)
                          
                            return True
                          
                          
                        import c4d
                        def main() :
                            offset = 50 #change this value as needed
                            MoveSelectedKeys(op,offset) 
                          
                        if __name__=='__main__':
                            main()
                        
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                        • H
                          Helper
                          last edited by

                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                          On 26/02/2011 at 03:06, xxxxxxxx wrote:

                          1:
                          You can simply use the function in an iteration through the selected objects.

                          What means staggered ? Don't know the word ^^

                          2:
                          Why modifieng the
                          key value ? I thought it's about moving keys ?
                          And what do you want to achieve with offset = offset + 10

                          Don't select a track, select the keys.

                          3:
                          It's in the GetNBits() function. Search for it without the c4d. in front.

                          I'll can answer your questions better later when im at home in about 2 hours.
                          Till then,

                          cheers

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                          • H
                            Helper
                            last edited by

                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                            On 26/02/2011 at 04:32, xxxxxxxx wrote:

                            What means staggered ? Don't know the word ^^

                            All explained here
                            http://forums.cgsociety.org/showthread.php?f=182&t=959094
                            with sample file (first post)

                            file shows example of before and after stagger

                            hth

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                            • H
                              Helper
                              last edited by

                              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                              On 26/02/2011 at 05:23, xxxxxxxx wrote:

                              Ah, you mean the 2nd Cube should start moving when the 1st one finished ?
                              That shouldn't be a problem.
                              I'll be back in a minute with a function doing this.

                              cheers

                              PS: Do still only the selected keys need to be moved ?

                              //So, this is a bit more complex than i thought. 😂
                              But it works fine 🙂

                              import c4d  
                              from c4d import documents  
                                
                              overlap = 20    ## Change this to the Frame you want to let the keys beeing overlapped  
                                
                              def MoveSelectedKeys(op,offset,timeln = 1) :    # offset in frames  
                                import c4d  
                                
                                if (not op) or (not offset) : return False  
                                
                                if timeln == 1: timeln = c4d.NBIT_TL1_SELECT  
                                elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT  
                                elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT  
                                elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT  
                                else:  
                                    import math  
                                    timeln = math.fmod(timeln,4)  
                                    MoveSelectedKeys(op,offset,timeln)  
                                
                                doc = op.GetDocument()  
                                
                                track = op.GetFirstCTrack()  
                                if not track: return False  
                                
                                fps = float(doc.GetFps())  
                                
                                while track:  
                                    curve = track.GetCurve()  
                                    cnt = curve.GetKeyCount()  
                                    for i in xrange(cnt) :  
                                        key = curve.GetKey(i)  
                                        if key.GetNBit(int(timeln)) == True:  
                                            tme = key.GetTime()  
                                            key.SetTime(curve,c4d.BaseTime(offset/fps+tme.Get()))  
                                    track = track.GetNext()  
                                c4d.EventAdd(c4d.MSG_UPDATE)  
                                
                                return True  
                                
                              def GetLastSelectedKey(track, timeln = 1) :  
                                import c4d  
                                
                                if timeln == 1: timeln = c4d.NBIT_TL1_SELECT  
                                elif timeln == 2: timeln = c4d.NBIT_TL2_SELECT  
                                elif timeln == 3: timeln = c4d.NBIT_TL3_SELECT  
                                elif timeln == 4: timeln = c4d.NBIT_TL4_SELECT  
                                else:  
                                    import math  
                                    timeln = math.fmod(timeln,4)  
                                    MoveSelectedKeys(op,offset,timeln)  
                                
                                curve = track.GetCurve()  
                                cnt = curve.GetKeyCount()  
                                
                                for i in xrange(cnt) :  
                                    key = curve.GetKey(cnt-i-1)  
                                    if key.GetNBit(int(timeln)) == True:  
                                        return key  
                                
                              def GetHNext(op) :  
                                if not op: return  
                                if op.GetDown() : return op.GetDown()  
                                while not op.GetNext() and op.GetUp() :  
                                    op = op.GetUp()  
                                return op.GetNext()  
                                
                              def GetActiveObjects(doc) :  
                                import c4d  
                                lst = list()  
                                op = doc.GetFirstObject()  
                                while op:  
                                    if op.GetBit(c4d.BIT_ACTIVE) == True: lst.append(op)  
                                    op = GetHNext(op)  
                                return lst  
                                
                                
                              def main() :  
                                doc = documents.GetActiveDocument()  
                                doc.StartUndo()  
                                
                                lst = GetActiveObjects(doc)  
                                op = lst[0]  
                                if not op: return False  
                                
                                key = GetLastSelectedKey(op.GetFirstCTrack())  
                                if not key: offset = 0  
                                else: offset = key.GetTime().GetFrame(doc.GetFps())-overlap  
                                
                                
                                for i in xrange(len(lst)) :  
                                    doc.AddUndo(c4d.UNDOTYPE_CHANGE,op)  
                                    MoveSelectedKeys(op,offset)  
                                    key = GetLastSelectedKey(op.GetFirstCTrack())  
                                    if not key: offset = 0  
                                    else: offset = key.GetTime().GetFrame(doc.GetFps())-overlap  
                                    print op.GetName()  
                                    op = lst[i+1]  
                                doc.EndUndo()  
                                
                                
                                
                              if __name__=='__main__':  
                                main()
                              

                              Here a tiny Screencast to show you how to use it:

                              " target="_blank" rel="noopener noreferrer nofollow ugc">

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                              • H
                                Helper
                                last edited by

                                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                On 26/02/2011 at 12:08, xxxxxxxx wrote:

                                Hey Nux95

                                This is just great

                                And there's so much useful stuff here for reference
                                It's really appreciated  - many thanks

                                line 103 
                                op=list[i+1]
                                is throwing an error
                                index out of range

                                I guess this is just incrementing one object too many? at the end of the selected objects

                                Not wanting to take anything away from what you've done here - far beyond the call of duty 🙂
                                I think it would be nice to have the 'processing' part of the script possibly
                                in a function

                                ie release a collection of key manipulating scripts - by just changing the function

                                stagger - by offset - as we have now
                                stagger  - by total time - total time over which to stagger all frames
                                stagger exponentially large to small
                                stagger exponentially small to large
                                etc etc

                                cheers again

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                                • H
                                  Helper
                                  last edited by

                                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                  On 26/02/2011 at 13:22, xxxxxxxx wrote:

                                  Originally posted by xxxxxxxx

                                  line 103 
                                  op=list[i+1]
                                  is throwing an error
                                  index out of range

                                  Do you recieve that message every time ? It didn't appear when I was using the Script.

                                  I guess this is just incrementing one object too many? at the end of the selected objects

                                  Shouldnt. 'op' is already the object with index 0, and 'i' starts with '0', so the next object for 'op' in the first iteration should be 1 => 'i+1'
                                  But .. Hm, very bizarre. I didn't recieve that error, but as I think about it, that error MUST occure at the end of the loop.
                                  Try it like this and tell me if the problen still exists:

                                    
                                  op = lst[i+1]   
                                  if not op: break # Hopefully there is a 'break' expression for 'for'-loops. If not try something that stops the loop   
                                  

                                  stagger  - by total time - total time over which to stagger all frames
                                  stagger exponentially large to small
                                  stagger exponentially small to large
                                  etc etc

                                  Why not writing a Plugin ? 😉

                                  cheers, nux

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                                  • H
                                    Helper
                                    last edited by

                                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                    On 27/02/2011 at 03:10, xxxxxxxx wrote:

                                    Using

                                    if i+1 < len(lst) :
                                    	op = lst[i+1]
                                    

                                    got rid of the index error

                                    As far as writing a plugin. A bit beyond me at present, probably best to learn from your foundation work here Nux.

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                                    • H
                                      Helper
                                      last edited by

                                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                      On 27/02/2011 at 08:05, xxxxxxxx wrote:

                                      Trying to move this on in a more modular way
                                      ie have a  function for each transformation on selected keys

                                      just wondered if I was heading in the right direction???
                                      (ignore print checkpoints just for testing)

                                      Next objective to 'nudge' everything back
                                      as 'everything' gets moved over by staggering process
                                      ie first track shouldnt move - everything else - stagger

                                      #####################################
                                      Updated version in later post
                                      
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                                      • H
                                        Helper
                                        last edited by

                                        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                        On 01/03/2011 at 00:42, xxxxxxxx wrote:

                                        Making an effort to understand what I'm seeing

                                        Line 14 function call within itself - seems incorrect?
                                               
                                        MoveSelectedKeys(op,offset,timeln)

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                                        • H
                                          Helper
                                          last edited by

                                          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                          On 01/03/2011 at 07:21, xxxxxxxx wrote:

                                          I am sorry, I may can go to my pc this weekend, but not earlier.

                                          Does the Console tell you this ? O.o

                                          If A function calls itself, everything starts again. But you may have changed some values before. (Here the timeln variable)

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                                          • H
                                            Helper
                                            last edited by

                                            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                                            On 02/03/2011 at 01:03, xxxxxxxx wrote:

                                            Can anyone tell me why this message 
                                            doesn't pop up if NO object is selected using the function from the code above?

                                            lst = GetActiveObjects(doc)
                                                op = lst[0]
                                                if not op:
                                                    gui.MessageDialog("No objects selected") 
                                                    return False #leave the script if not an object

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