Threads and CallCommands
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On 22/05/2014 at 11:36, xxxxxxxx wrote:
Is it possible to use a c4d.CallCommand() In A thread?
Here is a small snipet of my code:
import c4d,time from c4d import gui import socket class RB_Client(c4d.threading.C4DThread) : global Cthread def Main(self) : print "Before" c4d.CallCommand(12099) # Render to Picture Viewer print "After" global Cthread Cthread = RB_Client() Cthread.Start()
This should send the current scene to render in the picture viewer, instead it is ignored/nothing happens. Any help on this would be great!
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On 22/05/2014 at 14:40, xxxxxxxx wrote:
No, it is not. The command would be executed in that other thread, too. Command plugins are
meant to be executed in the main thread.Take a look at "Call function from main thread".
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On 27/05/2014 at 14:11, xxxxxxxx wrote:
Would you happen to know if there are any example plugins that use the c4d.SpecialEventAdd()? Or if there is an alternate way to tell Cinema to start rendering from within a thread?
Thanks.
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On 28/05/2014 at 01:43, xxxxxxxx wrote:
I don't know of examples that do, but you'll get the ID you pass to SpecialEventAdd()
passed to the CoreMessage() method of a GeDialog or MessageData plugin.I would've told you if there is.
Btw, here's how I do it in the PV Render Queue plugin. I use the GeDialog.Timer()
method to check if the renderer is still running, and if it is not, start a new rendering.
No thread needed therefore.def Timer(self, msg) : rendering = c4d.CheckIsRunning(c4d.CHECKISRUNNING_EXTERNALRENDERING) if self.active_queue and not rendering: file\_ = None for file\_ in self.files: if not file\_.done: break if file\_ and not file\_.done: self.RenderFile(file\_) self.tree.Refresh() else: self.active_queue = False self.UpdateUI() c4d.EventAdd()
-Niklas
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On 28/05/2014 at 06:59, xxxxxxxx wrote:
Thanks for the help Niklas.