What I think you're saying is that I don't have to drop what I'm doing to fix my scripts before the team can move to 2026.3 but I probably ought to address it before 2027 to protect against things that are out of my control. Thanks for the response and info Ferdinand.
Posts
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RE: UV Peeler - accessible?
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RE: UV Peeler - accessible?
Hi- How long do you keep functionality in the SDK for a tool that has been deprecated in the application?
I'm trying to get a feel for how long I have to make changes to my scripts that rely on calling the UV Peeler.
Thanks,
Del -
RE: Python Documentation - Icon Color
Thank you @i_mazlov . I had worked around it by setting it up as a custom color but my preference is to use the display color as I'm already setting that. I'll throw your solution into my project and give it a try.
Do you think this might be changed in the future? If so I want to leave myself a note in the script to revisit the sdk.
Have a great weekend,
.del -
Python Documentation - Icon Color
Hi - How can I set the icon color in the object manager to use the Display Color? The UX has options for None, Display Color, and Custom.
The sdk and VS Code only show values for None and Custom.
I'm not sure if the value was accidentally overlooked or if I'm approaching it incorrectly. I tried taking a stab at c4d.ID_BASELIST_ICON_COLORIZE_MODE_DISPLAYCOLOR but that did not work.
thanks,
.delCinema 4D SDK 2024.2.0 documentation ยป Classic Resource Overview ยป Basic Properties
Parameter: Icon Color
Parameter ID: c4d.ID_BASELIST_ICON_COLORIZE_MODE Parameter Type: int Cycle Values: None (c4d.ID_BASELIST_ICON_COLORIZE_MODE_NONE) Custom (c4d.ID_BASELIST_ICON_COLORIZE_MODE_CUSTOM) -
RE: Python: GetTags() returning non-existent tags
HI @i_mazlov - I have a script that cycles through polygon selection tags on an object and I'm inserting materials tags next to the associated polygon selection tag that it's matched to.
As far as KIllTag() goes, sometimes I have multiple tags of the same type. I don't necessarily want to remove all of them so starting at a specific index to just remove the tag I wanted made sense. I don't mind using Remove(). It's just that KillTag() is right there in the sdk with all of the other tag related things so that's where I started. I also think that the definition of it made me think that it removed a single tag versus all of the tags of that type "Removes a tag from the object and free its resources."
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RE: Python: GetTags() returning non-existent tags
Do these tags always occupy the same position?
I'm trying things like MakeTag and KillTag that require an indexed position and having two invisible tags is kind of throwing things off. Right now I'm subtracting 2 from the position that I'm targeting but this feels ripe for a script error down the road.
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RE: Python: GetTags() returning non-existent tags
Thank you. I'll have to remember TAG_VISIBLE for future scripts.
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Python: GetTags() returning non-existent tags
Why does op.GetTags() return a polygon tag and point tag even if there are not any on the object?
[<c4d.BaseTag object called Phong/Phong with ID 5612 at 1906901951872>, <c4d.PolygonTag object called with ID 5604 at 1906901936256>, <c4d.PointTag object called with ID 5600 at 1906901964288>]
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RE: Material Tag: Fit to object
Hi @m_adam - In this particular instance I'm calling it on objects that have children and I'm getting the prompt to include sub objects. If it were a modeling command or something like that it may include the ability to include or exclude the children programmatically.
I'm creating 30 objects and each object has six flat projections that I want to set to the size of the object. That's 180 confirmation clicks.
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Material Tag: Fit to object
Hi - It looks like the only way to to fit a flat projected material tag to an object via python is with a callCommand(). I couldn't find anything in the SDK but that doesn't mean it's not there. Can anybody please confirm that Fit To Object is not available or kindly point me in the right direction in the SDK?
thanks,
.del -
RE: OBJ Import setting not changing
I figured it out.
objImport[c4d.OBJIMPORTOPTIONS_PHONG_ANGLE_DEFAULT] = 22.5This needs to be in radians versus degrees.
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OBJ Import setting not changing
Hi -
I'm looking at the git hub example for obj import and ran that code as it is and it leaves me wondering if changing the import settings is working. Based on the git hub script the phong tag should come in at 22.5 degrees.
Another strange thing. I set my preferences to a phong of 60 degrees and closed the preference panel. Then I ran the script which should have imported the obj at 22.5 but instead it actually came in at 180 degrees.
Is it possible that the documentation or perhaps the python implementation is incorrect?
thanks,
.delStraight from the git -
๏ปฟ""" Copyright: MAXON Computer GmbH Author: Joey Gaspe Description: - Imports Obj with custom settings. Class/method highlighted: - c4d.plugins.FindPlugin() - MSG_RETRIEVEPRIVATEDATA - c4d.documents.MergeDocument() """ import c4d def main(): # Retrieves a path to load the imported file selectedFile = c4d.storage.LoadDialog(title="Load File for OBJ Import", type=c4d.FILESELECTTYPE_ANYTHING, force_suffix="obj") if not selectedFile: return # Retrieves Obj import plugin, defined in R17 as FORMAT_OBJ2IMPORT and below R17 as FORMAT_OBJIMPORT objExportId = c4d.FORMAT_OBJIMPORT if c4d.GetC4DVersion() < 17000 else c4d.FORMAT_OBJ2IMPORT plug = c4d.plugins.FindPlugin(objExportId, c4d.PLUGINTYPE_SCENELOADER) if plug is None: raise RuntimeError("Failed to retrieve the obj importer.") data = dict() # Sends MSG_RETRIEVEPRIVATEDATA to OBJ import plugin if not plug.Message(c4d.MSG_RETRIEVEPRIVATEDATA, data): raise RuntimeError("Failed to retrieve private data.") # BaseList2D object stored in "imexporter" key hold the settings objImport = data.get("imexporter", None) if objImport is None: raise RuntimeError("Failed to retrieve BaseContainer private data.") # Defines the settings objImport[c4d.OBJIMPORTOPTIONS_PHONG_ANGLE_DEFAULT] = 22.5 if c4d.GetC4DVersion() > 22600: objImport[c4d.OBJIMPORTOPTIONS_IMPORT_UVS] = c4d.OBJIMPORTOPTIONS_UV_ORIGINAL else: objImport[c4d.OBJEXPORTOPTIONS_TEXTURECOORDINATES] = True objImport[c4d.OBJIMPORTOPTIONS_SPLITBY] = c4d.OBJIMPORTOPTIONS_SPLITBY_OBJECT objImport[c4d.OBJIMPORTOPTIONS_MATERIAL] = c4d.OBJIMPORTOPTIONS_MATERIAL_MTLFILE objImport[c4d.OBJIMPORTOPTIONS_POINTTRANSFORM_FLIPZ] = True # Finally imports without dialogs if not c4d.documents.MergeDocument(doc, selectedFile, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS, None): raise RuntimeError("Failed to load the document.") # Pushes an update event to Cinema 4D c4d.EventAdd() if __name__ == '__main__': main() -
RE: Howto add headers & dividers for a ShowPopupDialog?
Hi - How are you generating the popup dialog right now? Are you using gui.GeDialog to create your own dialog box or are you using c4d.gui.MessageDialog to generate a simple prompt?
I found that I can create the kind of stuff your talking about with gui.GeDialog but it also makes me feel like I'm in over my head
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RE: Get all textures for a material
Thanks Ferdinand. I'll take a stab at it again. I have to start by learning more about your Python syntax.
Did I mention I'm a 3D/mograph guy that pretends to understand python and the c4d sdk?

Thanks for taking the time to help people like me out. I try to do what I can with the documentation, forums and search but sometimes it's the syntax in the documentation that I don't quite understand. That's the downside for me. I learn a little more each time though and that helps.
Thanks again for the example. I'll see if I can get GetAllTextures() to work for me.
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RE: Get all textures for a material
That makes total sense @ferdinand.
Kind of have to start at the beginning to understand where I'm coming from. I found myself exporting individual .fbx files on a more regular basis but only a couple at a time so it was not a problem to do it in the interface. I added the Export Selected Objects As to my toolbar for ease of use as it fills in the fbx file name with the selected objects name by default. I have my fbx export preferences preset to Selection Only. This work flow has gotten me into a habit of clicking a button to open the export panel and then clicking ok. Easy.
That brings us to this week where I have to export 160 objects. Writing a script to do exactly what I was doing was easy enough. But then I got greedy and wanted to collect the textures as well. We don't use embedded textures in our fbx so collecting them for transfer has been a manual process. That's when I was faced with two options.
- Get a cake
(I love that analogy by the way) I do this for many of my other exports like .c4d, .obj and .gltf - Leverage the built in Selection Only aspect of the fbx exporter and then simply use Python to copy some texture files from my tex folder to my delivery folder. It felt like it would be a simpler, lower overhead solution versus creating a 'donor' doc. Or at least it feels like it should be simple. There's even a function called GetAllTextures and an option to have it restricted to a single model rather than from the entire doc.
I'm ok with how I had to make it in the end but now I'm really curious how the GetAllTextures() works in case I can leverage it for this or something else down the road.
The FBX exporter is unique in Cinema since Maxon added the Selection Only option to it. If it weren't for that thing I'd be at the bakery....all.....day.....long

import c4d import os from c4d import gui from c4d import documents from c4d import plugins def listModels(): selected = [] rawSelection = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_NONE) for item in rawSelection: if item.CheckType(5100) or item.CheckType(5140): # PolygonalObject or Null selected.append(item) rawSelection = [] return selected models = listModels() if models == []: message = "You must select at least one object" c4d.gui.MessageDialog(message, c4d.GEMB_OK) else: gui.SetMousePointer(c4d.MOUSE_BUSY) c4d.StatusSetSpin() # Get fbx export plugin, plug = plugins.FindPlugin(c4d.FORMAT_FBX_EXPORT, c4d.PLUGINTYPE_SCENESAVER) if plug is None: print("noPlug") op = {} # Send MSG_RETRIEVEPRIVATEDATA to fbx export plugin if plug.Message(c4d.MSG_RETRIEVEPRIVATEDATA, op): # BaseList2D object stored in "imexporter" key holds the settings fbxExport = op["imexporter"] # Define the settings fbxExport[c4d.FBXEXPORT_FBX_VERSION] = c4d.FBX_EXPORTVERSION_NATIVE fbxExport[c4d.FBXEXPORT_SELECTION_ONLY] = True fbxExport[c4d.FBXEXPORT_TRIANGULATE] = True fbxExport[c4d.FBXEXPORT_SAVE_NORMALS] = True fbxExport[c4d.FBXEXPORT_UP_AXIS] = c4d.FBXEXPORT_UP_AXIS_Y fbxExport[c4d.FBXEXPORT_FLIP_Z_AXIS] = False fbxExport[c4d.FBXEXPORT_MATERIALS] = True fbxExport[c4d.FBXEXPORT_EMBED_TEXTURES] = False fbxExport[c4d.FBXEXPORT_BAKE_MATERIALS] = False #check for target directory targetPath = os.path.join(doc.GetDocumentPath(), "FBX_Exports") if os.path.exists(targetPath) == False: #makes a new directory to store the converted files in os.mkdir(targetPath) for obj in (models): fbxName = c4d.BaseList2D.GetName(obj) + ".fbx" #get the name of the model fbxPath = os.path.join(targetPath,fbxName) # Get the texture files and a save a c4d file for rendering theTextures = doc.GetAllTextures(False, [obj]) print(theTextures) # if I can get the textures I will write some shutil.copyFile type of stuff here #export the fbx if c4d.documents.SaveDocument(newDoc, fbxPath, c4d.SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST, c4d.FORMAT_FBX_EXPORT) == False: if gui.MessageDialog("Export failed!" + " - " + fbxName, c4d.GEMB_OKCANCEL) == c4d.GEMB_R_CANCEL: break c4d.gui.SetMousePointer(c4d.MOUSE_NORMAL) gui.MessageDialog("Export Complete", c4d.GEMB_OK) c4d.StatusClear() - Get a cake
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RE: Get all textures for a material
Thanks @ferdinand for the reply and the example.
You are correct that my current solution uses IsolateObjects and creates a new doc. Since that doc only has the single mesh and materials in it I can use SaveProject to collect the textures.
In reference to GetAllAssets vs GetAllAssetsNew - I had originally written an exporter in R19 and pulled some of my script forward to begin this new version. I saw the new version for this but I kept getting an error and the old command still worked. I didn't understand what the last parameter was supposed to be. The documentation shows this - assetList (List[Dict]). After awhile I gave up because the old command still worked. I know that isn't the right thing to do but when the clock is ticking I have to go with what I can get working. Your example sheds more light on how I have to format that last parameter. I'm going to give it a try.
Ultimately I was trying to create a different solution that didn't require creating an isolation doc. I feel like I should be able to iterate through a list of selected objects and export them as fbx files without creating temporary documents. I have that working. The next step is to collect the textures for those objects. I can get the material for each object and crawl through the shader tree looking for bitmaps but I was hoping for something that was going to be quicker to set up. GetAllTextures() looked promising but I struggled to get it to work and I haven't been able to find any threads or examples that.
thanks,
.del -
RE: Get all textures for a material
I found a way around what I want to do by using this -
c4d.documents.SaveProject(newDoc, c4d.SAVEPROJECT_NONE|c4d.SAVEPROJECT_ASSETS|c4d.SAVEPROJECT_DIALOGSALLOWED, targetPath, theAssets)I didn't realize that I could skip saving the actual project file but instead use the call just to gather textures. It's probably not very clean creating a new document and isolating my selected models to it just for the purpose of texture collection but it gets me through this jam while I learn more about how to do it the right way.
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Get all textures for a material
Hi- I'm a bit stumped and looking for some direction. I have a file with multiple objects in it. I'd like to select 10 of those objects and export each one as an individual fbx file that has only a single object in it. 10 selected objects equates to 10 fbx files. That part I have working.
I'd also like to collect the textures associated with the single material that has been applied to the single object in the fbx.
I tried using doc.GetAllAssets() and set the flag to textures only but I could not find a way to link the single models to the correct texture files in the list. Maybe there is an identifier in that list that I'm not seeing that will allow me to find only the texture files I want versus the list of all textures used?
Since I couldn't figure that out I moved on to doc.GetAllTextures() . I feel like the optional [List[c4d.C4DAtom]] is the thing I need to use in order to get the texture file list for the single, selected model instead of the all of the textures for the entire document.
models = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_NONE) for obj in (models): #theAssets = c4d.documents.GetAllAssets(doc, False, lastPath, c4d.ASSETDATA_FLAG_TEXTURESONLY) theTextures = doc.GetAllTextures(False, [obj]) print(theTextures)The script returns a c4d.BaseContainer. I'm scratching my head on what to do with that. Am I on the right path or am I missing something?
Any tips on where to look next or reference material on how to get my texture file names out of that BaseContainer will be greatly appreciated.
thanks,
.del