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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 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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