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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

                                  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
                                    
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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 03:03, xxxxxxxx wrote:

                                      Hi Nux

                                      nope, not that - must be forum paste incorrect
                                      indent is as your example

                                      appreciate you can't test at moment

                                      I think its to do with this function setting op to the first object in doc
                                      if nothing selected
                                      that way op is never NULL 
                                      #####################################
                                      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
                                      #####################################

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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 03:22, xxxxxxxx wrote:

                                        the list only gets appended if op is selected.

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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 03/03/2011 at 06:11, xxxxxxxx wrote:

                                          And this is where I'm at so far

                                          Ignore some Print items - just for console checks

                                          Still trying to make it modular
                                          ie have a function for each type of key transform - (just stagger in this one)
                                          appreciate any advice on good/bad code form

                                          added gui to take offset
                                          count selected objects - need more than 2
                                          and now first object doesnt get offset (its popped off array)

                                          #####################################
                                          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)
                                            
                                              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)
                                            
                                              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  
                                          ####################################MINE
                                          def GetFirstSelectedKey(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)
                                            
                                              curve = track.GetCurve()
                                              cnt = curve.GetKeyCount()
                                              key = curve.GetKey(0)
                                            
                                              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
                                          #####################################MINE
                                          def Stagger(doc,op,lst,keylast,overlap) :
                                              import c4d
                                              print "Length of list before pop", len(lst) 
                                              lst.pop(0)  #remove the first object as its not moved
                                              op = lst[0] #get fist active object again, less original first object
                                              print "Length of list after pop", len(lst) 
                                            
                                           
                                              offset = keylast.GetTime().GetFrame(doc.GetFps())-overlap
                                              for i in xrange(len(lst)) : #increment through allthe objects selected
                                                  doc.AddUndo(c4d.UNDOTYPE_CHANGE,op)
                                                  MoveSelectedKeys(op,offset) #moves all the selected keys on a track
                                                  keylast = GetLastSelectedKey(op.GetFirstCTrack())
                                            
                                            
                                                
                                                  if not keylast: offset = 0
                                                  # the original cal moved everything # else: offset = key.GetTime().GetFrame(doc.GetFps())-overlap
                                                  else: 
                                                      print "OS1", offset
                                                      offset = keylast.GetTime().GetFrame(doc.GetFps())-overlap
                                                      print "OS2", offset
                                                  # object namecheck # print op.GetName()
                                                  if  i+1 < len(lst) : # +1 stops index going out of range ie more objects than listed
                                                      op = lst[i+1]# ok to get next object in list
                                            
                                              return 
                                          #####################################
                                          def main() :
                                              import c4d
                                              from c4d import documents
                                              from c4d import gui
                                              
                                              c4d.CallCommand(1024314); # clear the python console
                                           
                                              # get a value form the user
                                              guival = gui.InputDialog("Enter a value < your max keyspan","10")
                                              print "Dialog Value =",guival
                                              overlap = int(guival)   
                                              doc = documents.GetActiveDocument()
                                              doc.StartUndo()
                                            
                                              lst = GetActiveObjects(doc) #get selected objects
                                            
                                              print "List Length = ", len(lst) 
                                              if len(lst)<=1:
                                                  c4d.gui.MessageDialog("You need to select at least two objects") 
                                                  return False #leave if not enough objects selected
                                           
                                              op = lst[0] #get fist active object
                                            
                                            
                                              keyfirst = GetFirstSelectedKey(op.GetFirstCTrack())
                                              keylast = GetLastSelectedKey(op.GetFirstCTrack())
                                              
                                            
                                              keyfirstval = keyfirst.GetTime().GetFrame(doc.GetFps())
                                              keylastval = keylast.GetTime().GetFrame(doc.GetFps())
                                              keyspanval = keylastval - keyfirstval
                                             
                                              print "Selected Keyspan 1st track = ", keyspanval
                                              print "Keytime of start key = ", keyfirstval
                                              print "Keytime of end key = ", keylastval
                                              
                                           
                                             
                                              if not keylast: offset = 0
                                              ##### else do the stagger
                                              else: Stagger(doc,op,lst,keylast,overlap) 
                                               
                                              doc.EndUndo()
                                            
                                          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 06/03/2011 at 08:05, xxxxxxxx wrote:

                                            Any feedback on programing 'form' would be appreciated.

                                            Think it would be useful to have a couple more transformations
                                            Stagger2 - enter total stagger length - x frames (rather than current overlap in frames)
                                            Accelerate - gradually space out over x frames
                                            Decelerate - reverse above
                                            Stack - thats essentially stagger with no overlap?

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