Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Selected Keys? Move Keys?

    PYTHON Development
    0
    31
    20.7k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

      1 Reply Last reply Reply Quote 0
      • 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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. 🙂

        1 Reply Last reply Reply Quote 0
        • 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 ?

          1 Reply Last reply Reply Quote 0
          • 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

            1 Reply Last reply Reply Quote 0
            • 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

              1 Reply Last reply Reply Quote 0
              • 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

                1 Reply Last reply Reply Quote 0
                • 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()
                  
                  1 Reply Last reply Reply Quote 0
                  • 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

                    1 Reply Last reply Reply Quote 0
                    • 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()
                      
                      1 Reply Last reply Reply Quote 0
                      • 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

                        1 Reply Last reply Reply Quote 0
                        • 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

                          1 Reply Last reply Reply Quote 0
                          • 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">

                            1 Reply Last reply Reply Quote 0
                            • 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

                              1 Reply Last reply Reply Quote 0
                              • 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

                                1 Reply Last reply Reply Quote 0
                                • 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.

                                  1 Reply Last reply Reply Quote 0
                                  • 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
                                    
                                    1 Reply Last reply Reply Quote 0
                                    • 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)

                                      1 Reply Last reply Reply Quote 0
                                      • 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)

                                        1 Reply Last reply Reply Quote 0
                                        • 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

                                          1 Reply Last reply Reply Quote 0
                                          • 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 02:37, xxxxxxxx wrote:

                                            Dunnoo .. Gonna test this this weekend. Maybe it's because op = lst[0] ist not in the right column ?

                                              lst = GetActiveObjects(doc)
                                              op = lst[0] ## here
                                                if not op:
                                                    gui.MessageDialog("No objects selected") 
                                                    return False #leave the script if not an object
                                            
                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post