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    Position Update

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 15/03/2012 at 07:06, xxxxxxxx wrote:

      Hi Niklas,
      thank you for your reply and your test...
      Anyway, anyone knows the way to update a value in a given frame?

      What is wrong in this code?

      _

      _
      import c4d
      #Welcome to the world of Python
        
      def main() :
          fps     = doc.GetFps()
          frame = doc.GetTime().GetFrame(doc.GetFps())
          obj = op.GetObject()
          Distance = []
          
          for i in xrange (0, frame) :
              doc.SetTime(c4d.BaseTime(i,fps))
              c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
              GPos = obj.GetAbsPos()
              Distance.append(GPos)
              doc.SetTime(c4d.BaseTime(frame,fps))
              
          print Distance # return a list of the same vector (in this case the position in the current frame)
       _
      

      _
      _
      _
      😢

      Cheers

      Luther

      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 15/03/2012 at 07:09, xxxxxxxx wrote:

        Ops...

        Hi Lennart, I wrote before read your post... I wil read the Sdk soon.

        Thank you

        Luther

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 15/03/2012 at 10:52, xxxxxxxx wrote:

          @lennart: Ah right! I knew I saw it somewhere! Your mind is genius ;O

          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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 15/03/2012 at 11:37, xxxxxxxx wrote:

            Hi Lennart, Niklas,
            Its seems to me that it doesn't works... When I call "c4d.DrawViews" Cinema freeze.

            May be I wrote somenthing wrong...

            Here's my code:

            _

            _
              
            import c4d
            from c4d import documents
              
                
            def main() :
                fps     = doc.GetFps()
                frame = doc.GetTime().GetFrame(doc.GetFps())
                obj = op.GetObject()
                Distance = []
                
                for i in xrange (0, frame) :
                    c4d.StatusSetBar(100*(i-0)/(frame-0))
                    doc.SetTime(c4d.BaseTime(i,fps))
                    c4d.DrawViews(c4d.DRAWFLAGS_ONLY_ACTIVE_VIEW|c4d.DRAWFLAGS_NO_THREAD|c4d.DRAWFLAGS_NO_REDUCTION|c4d.DRAWFLAGS_STATICBREAK)
                    GPos = obj.GetAbsPos()
                    c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
                    
                    Distance.append(GPos)
                doc.SetTime(c4d.BaseTime(frame,fps))
                c4d.EventAdd(c4d.EVENT_ANIMATE)
                c4d.StatusClear()   
                print Distance 
              
             _
            

            _

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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 15/03/2012 at 12:56, xxxxxxxx wrote:

              That example is for a Command setup, not runtime/expression.
              Typically to write to file and/or set keyframes etc.
              If you need to check object position at different frame(s) from current
              at runtime you might need to look into/use AnimateObject()

              Cheers
              Lennart

              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 15/03/2012 at 13:06, xxxxxxxx wrote:

                So you want to compute the distance an object traveled within a PythonTag? Why didn't you say so earlier? 😛
                I don't know why you want to store the distance between each frame in a list, anyway, just create a global-variable and store your data there. Iterating over the full timeline each frame is quite imperformant..

                import     c4d  
                  
                data = dict( distance = 0,  
                           prevPos  = None )  
                  
                def main() :  
                  position = op.GetOrigin().GetAbsPos()  
                    
                  # Check for `None` explicit because `prevPos` could  
                  # be `c4d.Vector(0)` which evaluates to `False`, too.  
                  if data['prevPos'] is None:  
                      pass  
                  else:  
                      data['distance'] += (position - data['prevPos']).GetLength()  
                        
                  data['prevPos'] = position  
                  print data['distance']
                

                -Niklas

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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 15/03/2012 at 13:31, xxxxxxxx wrote:

                  @ Lennart: Thanks for your reply, I will look immediately
                  @ Niklas: wow, you save my life 👍 Thank you!!!!

                  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 15/03/2012 at 13:54, xxxxxxxx wrote:

                    For a bit of trivia in the matter, using the following
                    in a Py Generator (Optimize Cache Off) will animate
                    an animated object per frame and generate a spline of the path
                    and read the total length 🙂

                    Cheers
                    Lennart

                      
                    import c4d   
                    from c4d.utils import SplineLengthData   
                      
                    def main() :   
                      
                        fps           = doc.GetFps()   
                        doctime       = doc.GetTime()       
                        currentframe = doctime.GetFrame(fps)   
                        start        = doc.GetMinTime().GetFrame(fps)   
                        end           = doc.GetMaxTime().GetFrame(fps)   
                      
                        pspline       = c4d.BaseObject(c4d.Ospline)   
                        pspline.ResizeObject(end,0)   
                           
                        obj = doc.SearchObject('Cube')# <- Animated Object   
                      
                        for i in xrange(end) :   
                            doc.AnimateObject(obj,c4d.BaseTime(i, fps),c4d.ANIMATEFLAGS_0)   
                            pspline.SetPoint(i,obj.GetAbsPos())   
                              
                        pspline.Message(c4d.MSG_UPDATE)   
                      
                        sld = SplineLengthData()   
                        sld.Init(pspline,0)   
                        tot = sld.GetLength()   
                        print tot   
                        sld.Free()   
                           
                        # Place obj back on track again   
                        doc.AnimateObject(obj,c4d.BaseTime(currentframe,fps),c4d.ANIMATEFLAGS_0)   
                        return pspline   
                    
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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 15/03/2012 at 15:30, xxxxxxxx wrote:

                      wow Lennart,  I'm touched 🙂
                      Thank you so much

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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 16/03/2012 at 04:21, xxxxxxxx wrote:

                        Hi Lennart,
                        just to know, why this code doesn't work fine now? The "Distance"list store alway the same vector again...

                        import c4d
                        #Welcome to the world of Python
                          
                        def main() :
                            fps     = doc.GetFps()
                            frame = doc.GetTime().GetFrame(doc.GetFps())
                            obj = op.GetObject()
                            Distance = []
                            for i in xrange (frame) :
                                doc.AnimateObject(obj,c4d.BaseTime(i, fps),c4d.ANIMATEFLAGS_0)
                                GPos =  obj.GetAbsPos()
                                Distance.append(GPos)
                            print Distance
                        

                        Cheers

                        Luther

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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 16/03/2012 at 07:00, xxxxxxxx wrote:

                          Please note that you must not call update functions or change the document structure within the execution functions of objects/tags/materials/... this might lead to crashs. From the c4d.threading module:

                          For all threaded functions it's forbidden to:
                          > 1. Add an Event.
                          > 2. Make any changes to materials.
                          > 3. Change the structure of objects attached to the scene.
                          > 4. Change parameters of elements attached to the scene (allowed, but not recommended except for tags).
                          > 5. Call a Draw function.
                          > 6. Perform any GUI functionality (e.g. displaying messages, opening dialogs etc.).
                          > 7. During drawing to do any file operations. (During execution t's allowed.)
                          > 8. Create undos.
                          >

                          Cheers, Sebastian

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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 19/03/2012 at 05:42, xxxxxxxx wrote:

                            Hi Sebastian,
                            thanks for your note. Any suggestion for my last post?

                            Cheers,

                            Luther

                            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 21/03/2012 at 15:09, xxxxxxxx wrote:

                              The AnimateObject() function needs an animated object as far as I know.
                              That is , key framed in some fashion.

                              To run it safer, regarding Sebastians notes, do the AnimateObject() function
                              on a clone of the object (it is not inserted into the doc).

                              Cheers
                              Lennart

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