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    Loading external scene / no materials problem

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

      On 02/11/2014 at 10:30, xxxxxxxx wrote:

      Hi Glenn,

      it seems to me, that you forgot to assign the materials to the corresponding texture tags:

      obj = your highpoly object
      mat = the corresponding material

        
        TexTag=obj.GetTag(c4d.Ttexture)  
        TexTag[c4d.TEXTURETAG_MATERIAL] = mat  
      

      Best wishes
      Martin

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      • H Offline
        Helper
        last edited by

        On 02/11/2014 at 10:49, xxxxxxxx wrote:

        Hi Martin,
        Still having trouble - this is a script I'm running on a simple file with a single cube with 1 material on it.
        It loads the cube - but still the texture tag with question mark.

        def main() :
            path = "/Applications/MAXON/box.c4d"
            
            fO = LoadDocument(path, c4d.SCENEFILTER_OBJECTS)
            fM = LoadDocument(path, c4d.SCENEFILTER_MATERIALS)
            
            #Find the specific object in the file
            obj = fO.SearchObject("Cube")
            
            mats = fM.GetMaterials()
            mat = mats[0]
            
            TexTag=obj.GetTag(c4d.Ttexture)
            TexTag[c4d.TEXTURETAG_MATERIAL] = mat
            
              #Make a copy of it in memory
            clone = obj.GetClone()  
            doc.InsertObject(clone, None, None)
            c4d.EventAdd()

        if __name__=='__main__':
            main()

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        • H Offline
          Helper
          last edited by

          On 02/11/2014 at 10:55, xxxxxxxx wrote:

          here's the scene file if it helps
          https://drive.google.com/file/d/0B_WlfEtsbLpJQkFOUWIzellDUUU/view?usp=sharing

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          • H Offline
            Helper
            last edited by

            On 02/11/2014 at 11:07, xxxxxxxx wrote:

            you need to insert the material, too and relink it to the object after insertion, like:

              
            import c4d  
              
              
            def main() :  
              path = "/Users/monkeytack/Desktop/box/box.c4d"  
                
              fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS)  
              fM = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_MATERIALS)  
                
              #Find the specific object in the file  
              obj = fO.SearchObject("Cube")  
                
              mats = fM.GetMaterials()  
              mat = mats[0]  
                
              
              
              #Make a copy of it in memory  
              clone = obj.GetClone()    
              doc.InsertObject(clone, None, None)  
              doc.InsertMaterial(mat, checknames=True)  
                
              TexTag=clone.GetTag(c4d.Ttexture)  
              TexTag[c4d.TEXTURETAG_MATERIAL] = mat  
                
              c4d.EventAdd()  
              
            if __name__=='__main__':  
              main()  
            

            cheers,
            Martin

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            • H Offline
              Helper
              last edited by

              On 02/11/2014 at 11:21, xxxxxxxx wrote:

              Hurahhh! Thank you!

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              • H Offline
                Helper
                last edited by

                On 02/11/2014 at 13:40, xxxxxxxx wrote:

                ohhh there's always something else,

                in my actual scene - there's hundreds of objects, differently coloured using several materials.  It seems when I load in the objects - they don't know which material was originally assigned to the texture tag.  It's just empty.  I could manually somehow write a function to fix all this and match them up again - but seems a lot of uncessary work.  I thought loading a scene would keep all the material and texture data intact.

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                • H Offline
                  Helper
                  last edited by

                  On 02/11/2014 at 13:54, xxxxxxxx wrote:

                  i'm thinking - because it does load in the name of the texture tag name string - i could use this when creating and saving the scene to store the material name it belongs to - then write a function when loading which could search the scene materials and match each object up this way.

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                  • H Offline
                    Helper
                    last edited by

                    On 02/11/2014 at 14:24, xxxxxxxx wrote:

                    yeah that worked 👏

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                    • H Offline
                      Helper
                      last edited by

                      On 03/11/2014 at 08:39, xxxxxxxx wrote:

                      Hi Glenn,

                      a much simpler approach:
                      concatenate your material and object flags inside the load document function.
                      ask the object for it´s tag assignment and insert the corresponding material.
                      Be sure to ask the original object not the cloned one.

                        
                        
                      import c4d  
                        
                        
                      def main() :  
                        path = "/Users/monkeytack/Desktop/box/box.c4d"  
                          
                        fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS|c4d.SCENEFILTER_MATERIALS)  
                        
                        obj = fO.SearchObject("Cube.1")  
                          
                        
                        TexTag=obj.GetTag(c4d.Ttexture)  
                        mat= TexTag[c4d.TEXTURETAG_MATERIAL]  
                        
                          
                        clone = obj.GetClone()  
                        doc.InsertObject(clone, None, None)  
                        doc.InsertMaterial(mat, checknames=True)  
                        
                        c4d.EventAdd()  
                        
                      if __name__=='__main__':  
                        main()  
                        
                      

                      Best wishes
                      Martin

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                      • H Offline
                        Helper
                        last edited by

                        On 03/11/2014 at 09:14, xxxxxxxx wrote:

                        Thanks Martin, that's a bit more elegant..

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                        • H Offline
                          Helper
                          last edited by

                          On 03/11/2014 at 13:44, xxxxxxxx wrote:

                          it's nearly working... I need to iterate through the list of objects - it seems to just manage as far as the number count of the materials - so if I have a hundred objects and 3 materials - it will only assign up to 3 objects..

                          fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS|c4d.SCENEFILTER_MATERIALS)

                          olist = fO.SearchObject("Vecfield Final").GetChildren()

                          for obj in olist:

                          TexTag=obj.GetTag(c4d.Ttexture)
                                 
                                  mat = TexTag[c4d.TEXTURETAG_MATERIAL]

                          clone = obj.GetClone()
                                  doc.InsertObject(clone, None, None)
                                  doc.InsertMaterial(mat, checknames=True)

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                          • H Offline
                            Helper
                            last edited by

                            On 03/11/2014 at 15:37, xxxxxxxx wrote:

                            I see the problem now.
                            If you insert the material with only one linked object it remains in this status.

                            A maybe not that elegant but working solution is this:
                            store all connections in a list and assign it after insertion.

                            If someone has a better idea I´ll be interested.

                              
                            import c4d  
                              
                              
                            def main() :  
                                
                              path = "/Users/monkeytack/Desktop/box/box.c4d"  
                                
                              fO = c4d.documents.LoadDocument(path, c4d.SCENEFILTER_OBJECTS|c4d.SCENEFILTER_MATERIALS)  
                              olist = fO.SearchObject("Vectorfield").GetChildren()  
                                
                              #set up an assignment list to associate the object with the material  
                              AssList=[]  
                              for obj in olist:  
                              
                                  TexTag=obj.GetTag(c4d.Ttexture)  
                                  mat= TexTag[c4d.TEXTURETAG_MATERIAL]  
                                  AssList.append([obj,mat])  
                                
                              #insert all materials  
                              mats=fO.GetMaterials()  
                              for mat in mats:  
                              
                                  doc.InsertMaterial(mat, checknames=False)  
                              
                              
                              #insert all objects and assign the corresponding material  
                              for om in AssList:  
                              
                                  clone = om[0].GetClone()  
                                  doc.InsertObject(clone, None, None)  
                                  TexTag=clone.GetTag(c4d.Ttexture)  
                                  TexTag[c4d.TEXTURETAG_MATERIAL] = om[1]  
                                    
                              c4d.EventAdd()  
                              
                            if __name__=='__main__':  
                              main()  
                            

                            Best wishes
                            Martin

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                            • H Offline
                              Helper
                              last edited by

                              On 03/11/2014 at 15:50, xxxxxxxx wrote:

                              Thanks very much for this Martin, I'll try it out.

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