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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 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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