add Userdata with details
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On 21/04/2013 at 16:20, xxxxxxxx wrote:
I try to set User Data by python
longUD = c4d.GetCustomDataTypeDefault(c4d.DTYPE_LONG)
longUD[c4d.DESC_NAME] = "Long"
add13 = obj.AddUserData(longUD)is it possible to set the type of long or the min and max values ?
and is it possible to get this values by code ?
thanks
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On 21/04/2013 at 18:53, xxxxxxxx wrote:
yes it is. check lib_descriptions.h.
//-------------------- DESC_NAME = 1, // name for parameter standalone use DESC_SHORT_NAME = 2, // short name (only for attribute dialog) DESC_VERSION = 3, // LONG: bitmask of the following values DESC_VERSION_xxx DESC_VERSION_DEMO = (1<<0), DESC_VERSION_XL = (1<<1), DESC_VERSION_ALL = DESC_VERSION_DEMO|DESC_VERSION_XL, DESC_CHILDREN = 4, // BaseContainer DESC_MIN = 5, // LONG/Real/Vector minimum INcluded DESC_MAX = 6, // LONG/Real/Vector maximum INcluded DESC_MINEX = 7, // Bool: TRUE == minimum EXcluded DESC_MAXEX = 8, // Bool: TRUE == maximum EXcluded DESC_STEP = 9, // LONG/Real/Vector DESC_ANIMATE = 10, // LONG DESC_ANIMATE_OFF = 0, DESC_ANIMATE_ON = 1, DESC_ANIMATE_MIX = 2, DESC_ASKOBJECT = 11, // Bool: TRUE - ask object for this parameter, FALSE - look inside container DESC_UNIT = 12, // LONG: one of the following values DESC_UNIT_xxx for DTYPE_REAL/DTYPE_VECTOR DESC_UNIT_REAL = 'frea', //FORMAT_REAL, DESC_UNIT_LONG = 'flng', //FORMAT_LONG, DESC_UNIT_PERCENT = 'fpct', //FORMAT_PERCENT, DESC_UNIT_DEGREE = 'fdgr', //FORMAT_DEGREE, DESC_UNIT_METER = 'fmet', //FORMAT_METER, DESC_UNIT_TIME = 'ffrm', //FORMAT_FRAMES, DESC_PARENTGROUP = 13, // LONG/DescID: parent id DESC_CYCLE = 14, // Container: members of cycle DESC_HIDE = 15, // Bool: indicates whether the property is hidden or not DESC_DEFAULT = 16, // default value for LONG/Real/Vector: DESC_ACCEPT = 17, // ACCEPT: for InstanceOf-Check() DESC_SEPARATORLINE = 18, DESC_REFUSE = 19, // REFUSE: for InstanceOf-Check() DESC_PARENTID = 20, // for indent and anim track can append the parent-name DESC_CUSTOMGUI = 21, // customgui for this property #define CUSTOMGUI_REAL DTYPE_REAL #define CUSTOMGUI_REALSLIDER 1000489 #define CUSTOMGUI_REALSLIDERONLY 200000006 #define CUSTOMGUI_VECTOR DTYPE_VECTOR #define CUSTOMGUI_STRING DTYPE_STRING #define CUSTOMGUI_STRINGMULTI 200000007 #define CUSTOMGUI_STATICTEXT DTYPE_STATICTEXT #define CUSTOMGUI_CYCLE 200000180 #define CUSTOMGUI_CYCLEBUTTON 200000255 #define CUSTOMGUI_LONG DTYPE_LONG #define CUSTOMGUI_LONGSLIDER 1000490 #define CUSTOMGUI_BOOL DTYPE_BOOL #define CUSTOMGUI_TIME DTYPE_TIME #define CUSTOMGUI_COLOR 1000492 #define CUSTOMGUI_MATRIX DTYPE_MATRIX #define CUSTOMGUI_BUTTON DTYPE_BUTTON #define CUSTOMGUI_POPUP DTYPE_POPUP #define CUSTOMGUI_SEPARATOR DTYPE_SEPARATOR #define CUSTOMGUI_SUBDESCRIPTION 0 #define CUSTOMGUI_PROGRESSBAR 200000265 DESC_COLUMNS = 22, // DTYPE_GROUP: number of columns DESC_LAYOUTGROUP = 23, // Bool: only for layout in columns, in layout groups are only groups allowed! DESC_REMOVEABLE = 24, // Bool: TRUE allows to remove this entry DESC_GUIOPEN = 25, // Bool: default open DESC_EDITABLE = 26, // Bool: TRUE allows to edit this entry DESC_MINSLIDER = 27, // LONG/Real/Vector minimum INcluded DESC_MAXSLIDER = 28, // LONG/Real/Vector maximum INcluded DESC_GROUPSCALEV = 29, // Bool: allow to scale group height DESC_SCALEH = 30, // Bool: scale element horizontal DESC_LAYOUTVERSION = 31, // LONG: layout version DESC_ALIGNLEFT = 32, // Bool: align element left DESC_FITH = 33, // Bool: fit element DESC_NEWLINE = 34, // Bool: line break DESC_TITLEBAR = 35, // Bool: main group title bar DESC_CYCLEICONS = 36, // Container: LONG icon ids for cycle DESC_CYCLESYMBOLS = 37, // Container: String identifiers for help symbol export DESC_PARENT_COLLAPSE = 38, // parent collapse id DESC_FORBID_INLINE_FOLDING = 39, // Bool: instruct AM not to allow expanding inline objects for this property DESC_FORBID_SCALING = 40, // Bool: prevent auto scaling of the parameter with the scale tool (for DESC_UNIT_METER) DESC_ANGULAR_XYZ = 41, // Bool: angular representation as XYZ vs. HPB
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On 25/04/2013 at 06:19, xxxxxxxx wrote:
hey ferdinand,
thanks for that - it was really helpful
now I stuck on the problem to get the value back - i like to readout the userdata and translate them for a gui - i get all max and min and name but how can I get the Value so I need the ID -
hope you understand my problem and may can help me - thanks
for id, bc in op.GetUserDataContainer() :
print id, bc
print "name:"
print bc[c4d.DESC_NAME]
print "unit:"
print bc[c4d.DESC_UNIT]
print "gui:"
print bc[c4d.DESC_CUSTOMGUI] -
On 25/04/2013 at 07:49, xxxxxxxx wrote:
you are using GetUserDataContainer wrong. It returns a list of the user data
containers and obviously not a specific container as you do not pass an id.
so it returns a list of BaseContainer for which each stands for a user data
element.for id, bc in op.GetUserDataContainer() : if isinstance(bc, c4d.BaseContainer) : for id, data in bc: print id, data
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On 25/04/2013 at 09:09, xxxxxxxx wrote:
Just as a side-note: GetUserDataContainer() garuantees to return a list of (DescID, BaseContainer),
so you don't need the isinstance(bc, c4d.BaseContainer) part. Instead, you might want to check
for a specific user-data ID.for id_, bc in op.GetUserDataContainer() : rid = id_[id_.GetDepth() - 1].id if rid == SOME_USERDATA_ID: print bc[c4d.DESC_NAME]
Best,
-Niklas -
On 25/04/2013 at 09:35, xxxxxxxx wrote:
you are right nikklas, it is just a habit of precaution i got used to before trying to
invoke any methods. i generally am too lazy or bad to check if my code is efficient.
more a python user here rather than a real programmermy second posting sounds a bit grumpy when i am reading it now again, which was
actually not intentional. -
On 26/04/2013 at 02:31, xxxxxxxx wrote:
Niklas and Ferdinand,
thanks for the detailed replies,
Im a bit confused - the Id i get back is a Integer - but with that i don
t get any data or valuefor id_, bc in op.GetUserDataContainer() :
print "id:"
rig = id_[id_.GetDepth() - 1].id
print bc.GetCustomDataType(rig) -
On 26/04/2013 at 02:32, xxxxxxxx wrote:
Hi connor,
Probably because the attribute is not a custom data type..? Have you tried using __getitem__() ?
print bc[rig]
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On 26/04/2013 at 04:16, xxxxxxxx wrote:
i try :
for id_, bc in op.GetUserDataContainer() : rig = id_[id_.GetDepth() - 1].id #print bc.GetCustomDataType(rig) print bc.__getitem__(rig) print bc[rig] print "name:" print bc[c4d.DESC_NAME] print "unit:" print bc[c4d.DESC_UNIT]
ig get for both None
Name and Unit are correct
i try to grap user data to and merge it to a gui interface
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On 26/04/2013 at 04:32, xxxxxxxx wrote:
Lol, sorry I messed up that bc is the item description container, not the host's container.
So, what are you actually trying to do? Do you want to obtainthe parameter-name, min/max, etc. or
do you want to get the actual parameters value?for id_, bc in op.GetUserDataContainer() : print bc[c4d.DESC_NAME] print op[id_] # Same as op[c4d.ID_USERDATA, id_[id_.GetDepth() - 1]]
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On 26/04/2013 at 07:37, xxxxxxxx wrote:
hey niklas,
both of them i need actual values and mast of the descriptions like max or min to rebuild the interface in a gui
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On 26/04/2013 at 08:37, xxxxxxxx wrote:
you are aware that there are no dynamic descriptions in python and rebuilding a userdata
description container with a dialog resource can also become quite tricky, as dialog resources
and descriptions are not the same, although both are resource based. -
On 26/04/2013 at 09:28, xxxxxxxx wrote:
First the solution to your request.
Here is some code that will change the Min attribute on a Real type UD entry:import c4d def main() : obj = doc.GetFirstObject() #The object hosting the UD ud = obj.GetUserDataContainer() #The master UD container for i, bc in ud: level = i[1].id #Get the ID# for each UD entry if level == 1: #If we find the first UD entry bc[5]= 0.2 #Set the Min value to 20% in memory only!!! obj.SetUserDataContainer(i, bc) #Set the container changes from memory c4d.EventAdd() if __name__=='__main__': main()
How did I come up with this code?
I had to learn about how the UD system works. It's a rather convoluted system of a master base container. With sub containers. Which hold values consisting of Reals, Longs, Vectors, and Tuples.
Then I mapped it out and made a note for myself to use as a reference guide on how to get at a specific UD attribute.This is one of several notes I've written to myself about How the UD system works.
And how to get at the specific built-in attributes inside of them:#This is how to get at the options in a specific UD entry #The options are different depending on what kind of UD item it is #These options are descriptions found under "cid DESC_Items" in the sdk (lib_description.h) import c4d def main() : obj = doc.GetFirstObject() #The object hosting the UD ud = obj.GetUserDataContainer() #The master UD container first = ud[0] #The first UD entry (by it's stack position...not it's ID#) #first is now a variable that holds a tuple of two base containers #first[0] holds the level ID#, and two DescLevel objects #first[1] holds the various options for the UD entry. Changed by accessing their descriptions #Here is an example of accessing those options: container = first[1] #The second tuple container of the UD entry. Which holds most of the attributes for i in container: print i #Prints the container ID#s, values #Examples of what some of these options are for the default UD type entry: level = first[0][1].id #The level ID# Lname = first[1][1] #The long name Sname = first[1][2] #The short name three = first[1][3] # 3 for certain UD types minValue = first[1][5] #Min value maxValue = first[1][6] #Max value step = first[1][9] #Step Value anim = first[1][10] #Animatable option meters = first[1][12] #units type tupleData =first[1][13] # (700, 5, 0) interface =first[1][21] #interface type (float=19, #float slider=1000489, #float slider noedit = 200000006, #lat/lon = 1011148) minslider =first[1][27] #The min slider value (if enabled) if __name__=='__main__': main()
I hope that help demystify UD a little bit.
IMHO. The UD system is rather convoluted. Which I why I wrote myself lots of helper notes & guides like this one about it.-ScottA
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On 07/06/2013 at 16:23, xxxxxxxx wrote:
hey thanks for the many replies - i try to use DESC_PARENTGROUP to create own groups in the userdata - without success - has one of you a idea or an example how create own userdata groups
Many Thanks
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On 07/06/2013 at 17:12, xxxxxxxx wrote:
Yeah. I have an example of using UD groups.
This script creates a python tag on the selected object. And then adds a UD group to it. Then it adds a couple of things into that group.
import c4d def main() : obj = doc.GetActiveObject() pyTag = c4d.BaseTag(1022749) #Create a python tag to host the User Data #The top most parent group rootGroup = c4d.GetCustomDatatypeDefault(c4d.DTYPE_GROUP) rootGroup[c4d.DESC_NAME] = "Root" rootGroup[c4d.DESC_TITLEBAR] = False rootGroup[c4d.DESC_LAYOUTGROUP] = True rootGroup[c4d.DESC_COLUMNS] = 3 pyTag.AddUserData(rootGroup) #A group that's a child of the root group childGroup = c4d.GetCustomDatatypeDefault(c4d.DTYPE_GROUP) childGroup[c4d.DESC_NAME] = "childGroup" childGroup[c4d.DESC_TITLEBAR] = False childGroup[c4d.DESC_PARENTGROUP] = pyTag.GetUserDataContainer()[0][0] pyTag.AddUserData(childGroup) #A string type UD entry for this group childGrp_Item1 = c4d.GetCustomDatatypeDefault(c4d.DTYPE_STRING) childGrp_Item1[c4d.DESC_NAME] = "Item1" childGrp_Item1[c4d.DESC_PARENTGROUP] = pyTag.GetUserDataContainer()[1][0] pyTag[pyTag.AddUserData(childGrp_Item1)] ="Hello World" #A Real type UD entry for this group childGrp_Item2 = c4d.GetCustomDatatypeDefault(c4d.DTYPE_REAL) childGrp_Item2[c4d.DESC_NAME] = "Item2" childGrp_Item2[c4d.DESC_PARENTGROUP] = pyTag.GetUserDataContainer()[1][0] pyTag[pyTag.AddUserData(childGrp_Item2)] = 55.6 obj.InsertTag(pyTag) c4d.EventAdd() if __name__=='__main__': main()
-ScottA
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On 13/06/2013 at 07:46, xxxxxxxx wrote:
thanks scottA , is it possible to get out of the default user data group to create tab-items
Thanks
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On 13/06/2013 at 10:02, xxxxxxxx wrote:
You lost me on that one.
UserData is created inside the UserData tab.If you're you asking me if we can create more than one User Data tab. And name them with our own custom names. My answer is I don't know. I've never tried it.
But that's a good question.-ScottA