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    How to get a variable from plugin.tag

    Scheduled Pinned Locked Moved PYTHON Development
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    • H Offline
      Helper
      last edited by

      On 15/03/2013 at 16:05, xxxxxxxx wrote:

      In what context exactly do you want to retrieve the list? Your example is not very meaningful.

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      • H Offline
        Helper
        last edited by

        On 15/03/2013 at 16:38, xxxxxxxx wrote:

        Hello Niklas,

        yes, you are right. The example isnt meaningful. Id like to do something like this:

        class PlgTAG(plugins.TagData) :  
          
          list_ = []  
          
          def Init(self, node) :  
              return True  
          
          def Message(self, node, type, data) :  
              return True  
          
          def AnyFunctionToDefineList(self, ... ) :  
              self.list_ = ["Hello", 12.3, "Everybody"] 
        

        PythonTag

        import c4d  
        #Welcome to the world of Python  
          
        def main() :  
          tag = The plugintag  
          list_ = tag.GetTheListSomehow()  
          Do stuff with list_  
        
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        • H Offline
          Helper
          last edited by

          On 16/03/2013 at 00:50, xxxxxxxx wrote:

          Your plugin tag must be attached to an object in the scene, it can't exist on its own. So in your python tag, you could do something like:

          * look for the first active object in the scene
          * check to see if it has your plugin tag attached to it
          * if it does, get the list

          How you get the list depends on what it is. If it's an InExclude list, you can get the tag's BaseContainer, then get the list from that. If it's an array (as you showed in your code) you'll have to make it available to other objects in some way. Then the python tag can get hold of the list and do whatever with it.

          It's easy in C++ but I'm not sure if the same method works in Python. In C++ you would probably make the array private, then provide getter/setter functions to let another object access it. Or do it the dirty way of just making the array public, then anything can access it but without any checks on the plugin's part as to what they do with it.

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          • H Offline
            Helper
            last edited by

            On 16/03/2013 at 02:09, xxxxxxxx wrote:

            Hello spedler,

            thanks for reply. I know how to get my tag in python-tag and checking if its attached and so. The example is just an example.

            Originally posted by xxxxxxxx

            If it's an array (as you showed in your code) you'll have to make it available to other objects in some way.

            But thats what I want. I do not know anything about C++, so Ive to take a look what private means and getter/setter is.
            Is C++ -> public the same as Python -> global? If so, Im still not sure how to call the list/array from python tag.

            Thanks very much
            rown

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            • H Offline
              Helper
              last edited by

              On 16/03/2013 at 02:46, xxxxxxxx wrote:

              It doesn't work with Python unfortunately. We do not have access to the NodeData of a plugin in
              Python, or better say we can not get the NodeData from a BaseList2D object! It would be possible
              with a bit of hacking, but it's not very "beautiful".

              You could exchange information via a Python module or a c4dtools.library.Library class. I do
              not recommend the first one. An example for the c4dtools Library to be put in your Python plugin
              file:

                
              #
              # Python Plugin File
              #
                
              import c4d
              import weakref
              import c4dtools
                
              class PluginTag(c4d.plugins.TagData) :
                
                  op = None
                  instances = []
                
                  def Init(self, op) :
                      self.instances.append(weakref.ref(self))
                
                      self.list_ = []
                      self.op = op
                      return True
                
                  def Free(self) :
                      try:
                          self.instances.remove(weakref.ref(self))
                      except ValueError:
                          pass
                
                  # ...
                
              class MyLibrary(c4dtools.library.Library) :
                
                  class Meta:
                      # Global unique identifier!
                      name = 'my-super-duper-cool-library'
                
                  def get_plugin_tags(self) :
                      return PluginTag.instances[:]
                
              #
              # Python Tag (or just somewhere else than the plugin file)
              #
                
              import c4dtools
              lib = c4dtools.load_library('my-super-duper-cool-library')
              for data in lib.get_plugin_tags() :
                  data = data() # dereference the weakref
                  if not data:
                      continue
                
                  print data.list_
              

              Note that this only works when you place the c4dtools module somewhere the Python Interpreter
              can always find it, and not as a local distributed dependency as described in this article.

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              • H Offline
                Helper
                last edited by

                On 16/03/2013 at 03:15, xxxxxxxx wrote:

                Hey Niklas,

                thank you very much. I´ll try your lines.
                But one other question. Is it easier/allowed to exchange information between NodeData(plugin.tag) and BaseData(command.tag)?

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                • H Offline
                  Helper
                  last edited by

                  On 16/03/2013 at 03:24, xxxxxxxx wrote:

                  the most common approach would be messages for such a problem. both the sending

                  and the recieving class would implement a message method and therefore had to be 
                  derived from a c4d class which implements such a method. but i have never tried this
                  from a script (python-tag).

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                  • H Offline
                    Helper
                    last edited by

                    On 16/03/2013 at 03:24, xxxxxxxx wrote:

                    Hi rown,

                    yes it is allowed, but limited in Python. You can easily exchange data within C++ between the
                    plugin classes.

                    @Ferdinand:

                    You can not send a Python object via messages (from Python). But actually.. it's a good idea. This
                    would be possible to implement I think. Maybe they can add it for R15. 🙂

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                    • H Offline
                      Helper
                      last edited by

                      On 16/03/2013 at 04:29, xxxxxxxx wrote:

                      i am not talking about sending the instance, but his data, some arrays or whatever.
                      and aside from that. the data contains pyobjects, not sure if i do understand pyobjects 
                      correctly, but aren't they meant to hold references to methods and such stuff too ?
                      never went down very far this rabbit hole, sending some variables always has been 
                      enough for me.

                      or i musunderstood this thread, i thought he has pluginclass a with member b. now he
                      wants to read b from somewhere only knowing the gelistnode instance associated with
                      his plugin.

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                      • H Offline
                        Helper
                        last edited by

                        On 16/03/2013 at 04:35, xxxxxxxx wrote:

                        Hi Ferdiand,

                        Holy Sh*t I really didn't know that was possible!

                        import c4d
                          
                        MY_MSG = 5000140436
                          
                        class Test(c4d.plugins.ObjectData) :
                          
                            def Message(self, op, msg, data) :
                                if msg == MY_MSG:
                                    data.do_stuff()
                                return True
                          
                        class Foo(object) :
                          
                            def do_stuff(self) :
                                print "Foo.do_stuff()"
                          
                        def main() :
                            op.Message(MY_MSG, Foo())
                        

                        And you knew that? I always thought that was not possible (didn't try it out since now, though)!
                        That's so awesome! 😂

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                        • H Offline
                          Helper
                          last edited by

                          On 16/03/2013 at 04:44, xxxxxxxx wrote:

                          Seriously, is that in the documentation?! I never read it anywhere! From several reasons and
                          thinkings I concluded it would not be possible. I see, I should just have tried it out!

                          Anyway, rown, something like this should work then:

                          MSG_GIMMELIST = 10000234 # Unique Identifier from the Plugincafe!
                            
                          class PlgTAG(plugins.TagData) :
                            
                              list_ = []
                            
                              def Init(self, node) :
                                  return True
                            
                              def Message(self, node, type, data) :
                                  if type == MSG_GIMMELIST:
                                      data.value = self.list_
                                  return True
                            
                              def AnyFunctionToDefineList(self, ... ) :
                                  self.list_ =  ["Hello", 12.3, "Everybody"]
                          
                          MSG_GIMMELIST = 10000234 # Unique Identifier from the Plugincafe!
                            
                          class ValueBox(object) :
                            
                              def __init__(self, value=None) :
                                  super(ValueBox, self).__init__()
                                  self.value = value
                            
                          def main() :
                              tag = op.GetTag(c4d.Tplg)
                              box = ValueBox()
                              tag.Message(MSG_GIMMELIST, box)
                              print box.value
                          

                          Best,
                          -Niklas

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                          • H Offline
                            Helper
                            last edited by

                            On 16/03/2013 at 05:05, xxxxxxxx wrote:

                            IT IS UNBELIEVABLE!!!

                            Thank you both very much! Thanks Devil for letting Niklas know that and thanks Niklas for letting me know how it works.

                            Greetings
                            rown


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                            • H Offline
                              Helper
                              last edited by

                              On 16/03/2013 at 05:09, xxxxxxxx wrote:

                              My thanks go to Ferdinand as well, I never would've known that if he wouldn't have told me. 🙂

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                              • H Offline
                                Helper
                                last edited by

                                On 16/03/2013 at 06:35, xxxxxxxx wrote:

                                lol, you are welcome. and no i didn't know it exactly, but i assumed it. yannick showed here 
                                once how to unpack pyobject data from a message method, which led me to some reading 
                                about the pyobject class.

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