Ok, I will. Just need to remove all not-needed things
Best posts made by Aaron
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RE: C4D hangs when call BaseShader->Edit() for the message MSG_DESCRIPTION_CHECKUPDATE
Latest posts made by Aaron
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RE: How to access thinkin particles data channels correctly?
Solved, it works this way:
Vector v(0.0); tps->GetData(pid, channel, &v, ID_GV_VALUE_TYPE_VECTOR);
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How to access thinkin particles data channels correctly?
Hi All,
There is thinking particles system and it has few named channels such as here:Float [chan 5] DataChannelType 19 DataChannelName mass(Real) Float [chan 6] DataChannelType 19 DataChannelName oldP(Real) Float [chan 8] DataChannelType 19 DataChannelName pscale(Real) Float [chan 10] DataChannelType 19 DataChannelName spriteuv(Real) Vector [chan 1] DataChannelType 23 DataChannelName Cd(Vector)
I get channel info using tps->DataChannelType(chan) and etc.
19 is DTYPE_REAL, 23 is DTYPE_VECTOR
But when I try to read the channel value per particle then it returns false and doesn't read the values. For example this request returns false:TP_MasterSystem* tps; Vector fval(0.0); tps->GetData(pid, channel, &fval, DTYPE_VECTOR); // nothing is written in fval. I also tried to use GeData, but it didn't help
Other particle data such as tps->Transform(...), tps->Color(...), tps->Age(...) is returning relevant results.
Please, can someone show me a valid example of correct TP data channel access?
Cheers
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RE: MoGraph color tag access
Hi @m_adam Maxime,
I don't understand yet, how to use the Python example within a C++ environment. Can't find C++ functions such as this:md = c4d.modules.mograph.GeGetMoData(op) ... offset = op[c4d.MG_LINEAR_OFFSET]
I have noticed that for example the Text object type has MoData->GetCount() with N elements corresponding to the number of letters. And then the cache object of Text has N children each with Motion Graphics Color Tag [tag->GetType() = 1018768].
I thought there could be a way to read this color tag somehow.But if no then during scene traversal there is a way to inherit the array of the Text object with MoData->GetCount() > 0 and then count each descendant object with Motion Graphics Color Tag with increasing id to reference to the correct element of MoData->GetArray()
Same extraction can be done for Voronoi Fracture and other MoGraph objects with some checks.
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RE: Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023
Hi @Manuel I have checked the new update 2023.2.0 and the feature works just fine with custom bitmaps without any change from my side. Congrats with a very quick bugfix! This is very cool!
Also it's great the half-year version 2023.2 doesn't need 3rd party plugin rebuild and recompile as in S24, S26. Thanks for this! -
MoGraph color tag access
Hello colleagues,
Ho can we access the color of MoGraph data for each object where Motion Graphics Color Tag [with tag->GetType() = 1018768] is assigned?For example there is Text object or Voronoi Fracture object which have these tags for generated child objects.
Thanks in advance!
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RE: Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023
Hi @Manuel, thanks a lot! It's very good that things work in 2023.1.2, I will check it. Also there was an issue in S26.000
Btw I am on beta forum too and I can duplicate a topic there.
Will return to the topic on Tuesday because need to travel -
RE: Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023
@Deyan thank you, in our case nodespace nodes (e.g. bitmap) didn't require too much message handling. All I did was making node layout in Resource Editor, and then describing this layout data access inside the code and the parse it. Message handling was used in the previous material system using BaseMaterial / BaseShader concept.
@Manuel thanks for investigation! This is my screenshot from bitmap layout in resource editor. Url type is used. But I have opened it in R25. Still can't open resource editor in 2023 even removing the option you mentioned.
How can I include Import Data node for tests? Btw, it can be easy to test it with CentiLeo plugin, I mean the nodespace & bitmap. No registration is required https://centileo.com/download/
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RE: Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023
@Manuel Hi Manuel, I am Kirill from CentiLeo project. I have written a question here because it seems there is more life on the public forum and the nodes api is now public.
The issue performs as I have described. So there is a custom bitmap that is described with ImageTupple for Cinema insideMAXON_METHOD maxon::Result<void> NodeSpaceExample::Init(maxon::DataDictionary spaceData) { .. }
Then when I try to save "Project with Assets" I get the new project file where the filenames defined as maxon::Url in the resource editor are not updated to local file paths such as tex/texturename.jpg and they remain old in attrib manager. But in fact the files are copied to the specified project folder together with images. Only manual change can fix them. Also the asset inspector doesn't change the filenames.
The node structure was defined in the resource editor of the older Cinema R21.
The issue is on R26 and still on R2023. It works well for older Cinema versions.
I thought there is some new property appeared on resource editor that prevents from Url modification (something like ownership or perfmission) or maybe some little API feature that intervene into the process.
The other issue is that I still can't open resource editor in R2023. Cinema was launched with a cmd line"C:\Program Files\Maxon Cinema 4D 2023\Cinema 4D.exe" g_applicationRepositoryWritable=true g_descriptionEditorDeveloperMode=true
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Save Project with Assets not updating the maxon::Url of node textures in R26 and 2023
Hello colleagues,
There is a custom node space and there is a bitmap node with a the filepath of the type Url. The image drag&drop to nodes area is working from windows expolrer, everyting his working except for "Save project with Assets".
So the bitmap files are copied to the specified location, but the file strings are not updated in the custom bitmap node. None of them.
This code links C4D logic with the custom file path as described in the C++ API:spaceData.Set(maxon::nodes::NODESPACE::IMAGENODEASSETID, mynodes::NODE::BITMAP::GetId()) iferr_return; maxon::nodes::NODESPACE::ImageNodePortTuple imageTuple; imageTuple.first = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::RESULT)) iferr_return; imageTuple.second = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::FILENAME)) iferr_return; imageTuple.third = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::FRAME_START)) iferr_return; imageTuple.fourth = maxon::NodePath::Create(maxon::ToSingletonBlock<maxon::InternedId>(mynodes::NODE::BITMAP::FRAME_END)) iferr_return; spaceData.Set(maxon::nodes::NODESPACE::IMAGENODEPORTS, std::move(imageTuple)) iferr_return;
Also the Asset Inspector relink doesn't actually change the file strings on the node.
This functionality is not working in R26 and 2023.
But it is working in R21-R25 nicely! The bitmap related code is the same.
I also can't open the Resource Editor in 2023.1.3. I am using the options to launch the Cinema:"C:\Program Files\Maxon Cinema 4D 2023\Cinema 4D.exe" g_applicationRepositoryWritable=true g_developerNodeEditorFunctions=true g_descriptionEditorDeveloperMode=true
Then click Resource Edit in the node editor and nothing happens.
Cinema version is 2023.1.3. The compiled SDK for node space was 2023.0.0.Please help me to fix this
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RE: C4D hangs when call BaseShader->Edit() for the message MSG_DESCRIPTION_CHECKUPDATE
Ok, I will. Just need to remove all not-needed things