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    Object scaling

    Scheduled Pinned Locked Moved PYTHON Development
    13 Posts 0 Posters 1.2k Views
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 03/05/2012 at 07:14, xxxxxxxx wrote:

      Originally posted by xxxxxxxx

      let me be more precise, i agree with you, but i'm looking for something more 'general'. while this formula will work only with cubes ... i don't know if this is possible, thats why i'm asking 😉

      For all primitive objects you can scale them with ID_BASEOBJECT_REL_SCALE:

      Cube[c4d.ID_BASEOBJECT_REL_SCALE,c4d.VECTOR_X] = 2.0
      

      Originally posted by xxxxxxxx

      i mean the same thing when you drag&drop any properties into the viewport, or by doing right click>> Add to the HUD.
      i want to display some integer values, or custom text.

      I'm afraid, this isn't possible to do in Python.

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 04/05/2012 at 12:09, xxxxxxxx wrote:

        Originally posted by xxxxxxxx

        For all primitive objects you can scale them with ID_BASEOBJECT_REL_SCALE:

        Cube[c4d.ID_BASEOBJECT_REL_SCALE,c4d.VECTOR_X] = 2.0
        

        hmm ... ok!

        Originally posted by xxxxxxxx

        I'm afraid, this isn't possible to do in Python.

        ..which means that is possible in c++?
        thank you!
        Best.

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        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 05/05/2012 at 05:11, xxxxxxxx wrote:

          Originally posted by xxxxxxxx

          Originally posted by xxxxxxxx

          I'm afraid, this isn't possible to do in Python.

          ..which means that is possible in c++?

          In C++ neither.

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          • H Offline
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 05/05/2012 at 05:30, xxxxxxxx wrote:

            you could draw your text with the basedraw class.

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            • H Offline
              Helper
              last edited by

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

              On 05/05/2012 at 07:42, xxxxxxxx wrote:

              Concerning to what littledevil said, you may use the DrawHelper plugin to enhance your skills with
              the BaseDraw class. 😉 It is similiar to the PyGenerator Object, but instead of generating Objects,
              it enables you to do drawings into the Viewport.

              Available gloabl variables are:

              raw:       the ObjectData Instance of the DrawHelper object
              op:        the BaseObject Instance (like in a PyGenerator)
              drawpass:  the Drawpass
              bd:        the BaseDraw Instance
              bh:        the BaseDrawHelper Instance
              

              Note: Take care that you don't have important scenes opened. I must admit that I have noticed several crashes when closing Cinema 4D and the DrawHelper object is present in your scene.

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              • H Offline
                Helper
                last edited by

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

                On 05/05/2012 at 14:34, xxxxxxxx wrote:

                Originally posted by xxxxxxxx

                you could draw your text with the basedraw class.

                Yes, it is possible. By first drawing text into a bitmap with the GeClipMap class. Then drawing this bitmap with DrawTexture() into a view BaseDraw.

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                • H Offline
                  Helper
                  last edited by

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

                  On 05/05/2012 at 21:07, xxxxxxxx wrote:

                  Originally posted by xxxxxxxx

                  Concerning to what littledevil said, you may use the DrawHelper plugin to enhance your skills with
                  the BaseDraw class. 😉 It is similiar to the PyGenerator Object, but instead of generating Objects,
                  it enables you to do drawings into the Viewport.

                  Available gloabl variables are:

                  raw: the ObjectData Instance of the DrawHelper object
                  op: the BaseObject Instance (like in a PyGenerator)
                  drawpass: the Drawpass
                  bd: the BaseDraw Instance
                  bh: the BaseDrawHelper Instance
                  Note: Take care that you don't have important scenes opened. I must admit that I have noticed several crashes when closing Cinema 4D and the DrawHelper object is present in your scene.

                  Very interresting plugin 👏! thank you NiklasR 😉

                  Originally posted by xxxxxxxx

                  you could draw your text with the basedraw class.

                  Originally posted by xxxxxxxx

                  Originally posted by xxxxxxxx

                  you could draw your text with the basedraw class.

                  Yes, it is possible. By first drawing text into a bitmap with the GeClipMap class. Then drawing this bitmap with DrawTexture() into a view BaseDraw.

                  i'll test this, thnx 😄

                  actually, another problem disturbing me now, in fact i'm trying to make a plugin tool, and i'm trying to understand how to get some values (combobox value, and number) from the subDialog interface.

                  i tried to get them from the 'data' container (cf. mouseinput, draw, etc..)  but it seems empty :S

                  here an example that i did yesterday :

                  import c4d, os
                    
                  IDP = 1000001
                    
                    
                  class myToolDialog(c4d.gui.SubDialog) :
                  	
                  	ID_COMBO	 = 10002
                  	ID_NBR	   = 10003
                  		
                  	def CreateLayout(self) :
                    
                  		self.GroupBegin(10000, c4d.BFH_FIT, 3, 1)
                  		self.GroupBorderSpace(10, 10, 10, 10)
                  		
                  		self.AddStaticText(10001, c4d.BFH_LEFT,0,0," Value  ", c4d.BORDER_NONE)
                  		self.AddComboBox(self.ID_COMBO, c4d.BFH_SCALE | c4d.BFH_FIT, 0, 0, False)
                  		self.AddChild(self.ID_COMBO, 200, " Red ")
                  		self.AddChild(self.ID_COMBO, 201, " Blue ")
                  		self.AddEditNumberArrows(self.ID_NBR, c4d.BFH_FIT)
                  		
                  		self.GroupEnd()
                  		
                    
                  		return True
                    
                    
                    
                  	def InitValues(self) :
                  		self.SetLong(self.ID_COMBO, 200)
                  		self.SetReal(self.ID_NBR, 10)
                  		return True
                    
                    
                  		
                  		
                  		
                  class MyToolPlugin(c4d.plugins.ToolData) :
                    
                    
                  	def MouseInput(self, doc, data, bd, win, msg) :
                  		value   = self.dialog.GetLong(10002)
                  		nbr	 = self.dialog.GetReal(10003)
                  		
                  		#print 'On Click >>> Value : ', value, ' >>> Nbr : ', nbr
                  		return True
                    
                  		
                  	def Draw(self, doc, data, bd, bh, bt, flags) :
                  	
                  		value = self.dialog.GetLong(10002)
                  		nbr	 = self.dialog.GetReal(10003) 
                  		print 'Draw >>> Value : ', value, ' >>> Nbr : ', nbr
                  		
                  		if value == 200:
                  			color = c4d.Vector(1,0,0)
                  		else:
                  			color = c4d.Vector(0,0,1)
                  			
                  		bd.SetMatrix_Matrix(None, c4d.Matrix())		
                  		bd.DrawSphere( c4d.Vector(0,0,0), c4d.Vector(nbr, nbr, nbr), color, 0 )
                  		
                  		return c4d.DRAWRESULT_OK
                    
                  	
                  	
                  	def AllocSubDialog(self, bc) :
                  		self.dialog = myToolDialog()
                  		return self.dialog		
                    
                    
                  if __name__ =='__main__': 
                  	mypath, myfn = os.path.split(__file__)
                  	c4d.plugins.RegisterToolPlugin(id=IDP, str="Test", info=2,icon=None, help="TEst test", dat = MyToolPlugin())  
                  
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                  • H Offline
                    Helper
                    last edited by

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

                    On 07/05/2012 at 19:42, xxxxxxxx wrote:

                    any idea ?
                    i'm also trying to use external description resources, but the layout isn't loaded :S

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                    • H Offline
                      Helper
                      last edited by

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

                      On 08/05/2012 at 00:34, xxxxxxxx wrote:

                      Originally posted by xxxxxxxx

                      any idea ?
                      i'm also trying to use external description resources, but the layout isn't loaded :S

                      Please have a look at Liquid Painter example to see how this could be done.

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                      • H Offline
                        Helper
                        last edited by

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

                        On 09/05/2012 at 13:57, xxxxxxxx wrote:

                        I'm not very good at dictionaries( because I don't use them very often). And I found the code in the LP plugin quite convoluted and hard to follow.
                        It was quite a frustrating experience for me.

                        I re-wrote my SplineDraw tool using a dictionary in a similar manner. And I think it's a lot simpler and easier to understand how it works the way I wrote it.
                        https://sites.google.com/site/scottayersmedia/SplineDraw_Python.zip

                        -ScottA

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