Detecting if a BaseObject is a Generator [SOLVED]
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On 12/06/2015 at 16:10, xxxxxxxx wrote:
Hi,
Is it possible to detect if an object has a Generator checkmark? I can detect if a generator is unchecked, but for objects that don't have a checkmark (like a Null) they always return true when I try:
generator_on = obj[c4d.ID_BASEOBJECT_GENERATOR_FLAG]
I'm currently checking objects against a manually generated list of exempted types, but I'd like to know if there's a better way, because if I forget to include a type, or a new object type is added to cinema, my code will break:
def is_muted(obj) : """Return True if object is hidden in editor, renderer, and disabled.""" if debug: print "is_muted(%s)" % (obj.GetName()) if (obj is None) or (not obj.IsAlive()) : return #Determine visibility based on `Visible in Editor/Renderer` not set to `Off` visible_in_editor = (obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] != 1) visible_in_render = (obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] != 1) if visible_in_editor or visible_in_render: if debug: print "Visible in editor/renderer", obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] return False #If the generator flag is on, and it's not a special type, the object isn't mute. generate = obj[c4d.ID_BASEOBJECT_GENERATOR_FLAG] if generate: if debug: print "Generate is on" obj_type = obj.GetType() exempted_types = [c4d.Opolygon, c4d.Onull, c4d.Ospline, c4d.Ocamera, c4d.Ofloor, c4d.Osky, c4d.Oenvironment, c4d.Oforeground, c4d.Obackground, c4d.Ojoint, ] if obj_type not in exempted_types: return False return True
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On 13/06/2015 at 01:53, xxxxxxxx wrote:
Hi Donovan,
it´s a workaround for sure and there might be a simpler method, but trying to access the parameter gives you a clear result.
generator_check = op[c4d.ID_BASEOBJECT_GENERATOR_FLAG] if generator_check == 1: op[c4d.ID_BASEOBJECT_GENERATOR_FLAG] = 0 else: op[c4d.ID_BASEOBJECT_GENERATOR_FLAG] = 1 if not op[c4d.ID_BASEOBJECT_GENERATOR_FLAG] == generator_check: op[c4d.ID_BASEOBJECT_GENERATOR_FLAG] = generator_check print "real generator"
Best wishes
Martin -
On 13/06/2015 at 04:32, xxxxxxxx wrote:
Hello,
an object is a generator when you use the OBJECT_GENERATOR flag when you register that object. You can read these flags using GetInfo(). Then you can check if the generator flag is set with something like this:
info = op.GetInfo() if info & c4d.OBJECT_GENERATOR: print("Generator") else: print("No Generator")
best wishes,
Sebastian -
On 13/06/2015 at 06:40, xxxxxxxx wrote:
It also has a checkmark when its a deformer, in case you want to
check that as well, use the OBJECT_MODIFIER flag. -
On 14/06/2015 at 12:28, xxxxxxxx wrote:
@monkeytack - I was hoping to avoid getting/setting the generator state as I'm using it in the Command Enable/Toggle code and it felt like that could get expensive, but that was going to to be my next strategy. Thanks for the working code.
@s_bach - That's exactly what I was looking for. It feels like this might bear mentioning in the BaseObject docs as that's where I thought to look for the information.
@niklas - Perfect, that makes it even more robust.
Thank you guys! Here's my code for testing if something is an active generator/deformer.
#Is it a generator or deformer? obj_info = obj.GetInfo() is_generator = obj_info & c4d.OBJECT_GENERATOR is_deformer = obj_info & c4d.OBJECT_MODIFIER if is_generator or is_deformer: print "Obj is a generator/deformer" #Is it turned on? generate = obj[c4d.ID_BASEOBJECT_GENERATOR_FLAG] if generate: print "Generator/deformer is active."
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On 15/06/2015 at 11:44, xxxxxxxx wrote:
I think you should prefer obj.GetDeformState() over reading the ID_BASEOBJECT_GENERATOR_FLAG parameter.