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    1. Maxon Developers Forum
    2. chuanzhen
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    • Following 1
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    • Topics 77
    • Posts 229
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    chuanzhen

    @chuanzhen

    rigger

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    Location 北京

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    Best posts made by chuanzhen

    • RE: ObjectData plugin Draw() question

      Hi,in another post I found a way to achieve my goal of converting the coordinate position to camera space and then scaling it to a small size so that he appears first.

      this is new code:

      def Draw(self,op, drawpass, bd, bh):
          
          
          if not op[c4d.S_MOTIONTRAIL_GTWO_DRAWENABLE]:
              return c4d.DRAWRESULT_OK
          #bd.SetMatrix_Matrix(None, c4d.Matrix())
          pmg = ~bd.GetMg()
          bd.SetMatrix_Camera()
      
          all_pos = self.parameters['all_pos']
          color_lis = self.parameters['color_lis']
          point_size = op[c4d.S_MOTIONTRAIL_GTWO_POINTSIZE]
          bd.SetPointSize(point_size)
          for per_pos,color in zip(all_pos,color_lis):
              bd.SetPen(color)
              cnt = len(per_pos)
              temp_lis = []
              for i in xrange(cnt-1):
                  c = (pmg * per_pos[i]).GetNormalized() * 20
                  f = (pmg * per_pos[i+1]).GetNormalized() * 20
                  bd.DrawLine(c,f,c4d.NOCLIP_D)
                  temp_lis.append(c)
              temp_lis.append(f)
              bd.DrawPoints(temp_lis)
          
      
          return c4d.DRAWRESULT_OK
      

      why * 20 will work, * 1or 2 not work (c = (pmg * per_pos[i]).GetNormalized() * 20)?

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: GeUserArea use DrawBitmap() to overlay multiple images(has alpha)

      I found a solution in other posts, and this is an video example:

      example code:

      
      import c4d
      
      from c4d import bitmaps,gui
      
      
      
      
      
      class DraggingArea(c4d.gui.GeUserArea):
          def __init__(self):
              self.startx = 0
              self.starty = 0
      
          def DrawMsg(self, x1, y1, x2, y2, msg):
      
      
              # Initializes draw region
              self.OffScreenOn()
              self.SetClippingRegion(x1, y1, x2, y2)
              icon_bmp = bitmaps.InitResourceBitmap(5159)
              icon_clip = bitmaps.GeClipMap()
              icon_clip.InitWithBitmap(icon_bmp,icon_bmp.GetInternalChannel())
      
              clip = bitmaps.GeClipMap()
              w,h = self.GetWidth(),self.GetHeight()
              clip.Init(w,h)
              clip.BeginDraw()
              clip.SetColor(0,0,180)
              clip.FillRect(0,0,w,int(h*0.4))
              clip.SetColor(180,0,0)
              clip.FillRect(0,int(h*0.4),w,h)
      
              clip.SetDrawMode(c4d.GE_CM_DRAWMODE_BLEND,255)
              clip.Blit(self.startx,self.starty,icon_clip,0,0,icon_clip.GetBw(),icon_clip.GetBh(),c4d.GE_CM_BLIT_COL)
      
      
              clip.EndDraw()
              # Get default Background color
              bmp = clip.GetBitmap()
              self.DrawBitmap(bmp,0,0,w,h,0,0,w,h,c4d.BMP_NORMAL)
      
      
      
      
          def InputEvent(self, msg):
              """
              Called by Cinema 4D, when there is a user interaction (click) on the GeUserArea.
              This is the place to catch and handle drag interaction.
      
              :param msg: The event container.
              :type msg: c4d.BaseContainer
              :return: True if the event was handled, otherwise False.
              :rtype: bool
              """
              # Do nothing if its not a left mouse click event
              if msg[c4d.BFM_INPUT_DEVICE] != c4d.BFM_INPUT_MOUSE and msg[c4d.BFM_INPUT_CHANNEL] != c4d.BFM_INPUT_MOUSELEFT:
                  return True
      
              # Retrieves the initial position of the click
              mouseX = msg[c4d.BFM_INPUT_X]
              mouseY = msg[c4d.BFM_INPUT_Y]
              mouse_pos_dict = self.Global2Local()
              x, y = mouse_pos_dict['x'] + msg.GetInt32(c4d.BFM_INPUT_X), mouse_pos_dict['y'] + msg.GetInt32(
                  c4d.BFM_INPUT_Y)  
              self.startx = x
              self.starty = y
      
              # Initializes the start of the dragging process (needs to be initialized with the original mouseX, mouseY).
              self.MouseDragStart(c4d.KEY_MLEFT, mouseX, mouseY, c4d.MOUSEDRAGFLAGS_DONTHIDEMOUSE | c4d.MOUSEDRAGFLAGS_NOMOVE)
              isFirstTick = True
      
              # MouseDrag needs to be called all time to update information about the current drag process.
              # This allow to catch when the mouse is released and leave the infinite loop.
              while True:
      
                  # Updates the current mouse information
                  result, deltaX, deltaY, channels = self.MouseDrag()
                  if result != c4d.MOUSEDRAGRESULT_CONTINUE:
                      break
      
                  # The first tick is ignored as deltaX/Y include the mouse clicking behavior with a deltaX/Y always equal to 4.0.
                  # However it can be useful to do some initialization or even trigger single click event
                  if isFirstTick:
                      isFirstTick = False
                      continue
      
                  # If the mouse didn't move, don't need to do anything
                  if deltaX == 0.0 and deltaY == 0.0:
                      continue
      
                  # Updates mouse position with the updated delta
                  mouseX -= deltaX
                  mouseY -= deltaY
                  x -= deltaX
                  y -= deltaY
                  self.startx = int(x)
                  self.starty = int(y)
      
      
      
      
                  # Redraw the GeUserArea (it will call DrawMsg)
                  self.Redraw()
      
              # Asks why we leave the while loop
              endState = self.MouseDragEnd()
      
      
      
              return True
      
      
      class MyDialog(c4d.gui.GeDialog):
          """
          Creates a Dialog with only a GeUserArea within.
          """
      
          def __init__(self):
              # It's important to stores our Python implementation instance of the GeUserArea in class variable,
              # This way we are sure the GeUserArea instance live as long as the GeDialog.
              self.area = DraggingArea()
      
          def CreateLayout(self):
              """
              This method is called automatically when Cinema 4D Create the Layout (display) of the Dialog.
              """
              self.AddUserArea(1000, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)
              self.AttachUserArea(self.area, 1000)
              return True
      
      
      def main():
          # Creates a new dialog
          dialog = MyDialog()
      
          # Opens it
          dialog.Open(dlgtype=c4d.DLG_TYPE_MODAL_RESIZEABLE, defaultw=500, defaulth=500)
      
      
      if __name__ == '__main__':
          main()
      

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Show or Hide Object in Viewport

      @gheyret Thanks for your help!👍
      i use "c4d.CallCommand(12147) # Redraw" to replace c4d.EventAdd() or c4d.Redraw(), it also work!

      change code:

              if id == 1001:
                  for obj in doc.GetObjects():
                      obj.ChangeNBit(c4d.NBIT_EHIDE,c4d.NBITCONTROL_CLEAR)
                  c4d.CallCommand(12147) # Redraw
                  return True
      
      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Discussions about spline ik

      @r_gigante @zipit
      The detailed explanation is shown below
      “up interpolattion”
      reback_01.png
      reback_02.png
      Try use "spline trail"
      reback_03.png

      I read some papers, but always been very slow, just only expanded know, such as Frenet–Serret formulas etc. But I did not directly find a better way to replace my current method, and I have been looking for it.

      Computation of Rotation Minimizing Frames This seems to be a good paper, I will read it carefully.

      posted in General Talk
      chuanzhenC
      chuanzhen
    • RE: Some questions about PSD correction

      @m_adam Thank you for your team's reply.
      I will share my exploration in this post in the future.☺

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Viewport render always causing c4d stop running

      The problem has been resolved, reinstall the graphics driver and perform a custom clean installation!

      posted in General Talk
      chuanzhenC
      chuanzhen
    • RE: Is there any way to check deformcache dirty

      try use GetDirty(DIRTYFLAGS_CACHE),compare last dirty and current dirty

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Discussion on Methods for Calculating the Inner Points of a Quadrilateral

      @i_mazlov Thank you for your detailed reply, it was really helpful!
      The following video shows the results, which work well. The blue polygon uses GetPolyPointST()

      posted in General Talk
      chuanzhenC
      chuanzhen
    • RE: Method to access CAMorphNode pointdata reference index?

      Hi,
      you can read this thread

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Discussion on Methods for Calculating the Inner Points of a Quadrilateral

      Hi @i_mazlov
      Through exploring these two pages,page1,page2, I have converted them into Python code Inverse_Bilinear_Interpolation(), which can replace GetPolyPointST(). I am not sure why GetPolyPointST() may obtain incorrect values in certain situations, but Inverse_Bilinear_Interpolation() does not go wrong in complex situations.

      video use Inverse_Bilinear_Interpolation()

      code:

      import math
      
      
      # algorithm_InverseBilinearInterpolation 逆双线性插值 的算法
      
      def Wedge2D(v:c4d.Vector,w:c4d.Vector):
          return v[0] * w[1] - v[1] * w[0]
      
      def Inverse_Bilinear_Interpolation(p:c4d.Vector,p0:c4d.Vector,p1:c4d.Vector,p3:c4d.Vector,p2:c4d.Vector):
      
          """
          注意对点顺序的定义
          Attention :  points Order
      
          p2 --- p3
          |      |
          |      |
          p0 --- p1
      
          """
      
          q = p - p0
          b1 = p1 - p0
          b2 = p2 - p0
          b3 = p0 - p1 - p2 + p3
      
          A = Wedge2D(b2,b3)
          B = Wedge2D(b3,q) - Wedge2D(b1,b2)
          C = Wedge2D(b1,q)
          # 求V - solve v
          if abs(A) < 0.00000001:
              v = -C / B
          else:
              discrim = B * B - 4.0 * A * C
              v = 0.5 * (-B - math.sqrt(discrim)) / A  # CCW
              #v = 0.5 * (-B + math.sqrt(discrim)) / A  # CW
      
          # 求 u - solve u
          denom = b1 + v * b3
      
          if abs(denom[0]) > abs(denom[1]):
              u = (q[0] - b2[0] * v) / denom[0]
          else:
              u = (q[1] - b2[1] * v) / denom[1]
      
          return u,v
      # example use CPolygon point position a,b,c,d, and point p in quard(CPolygon)
      # u,v = Inverse_Bilinear_Interpolation(p,a,b,c,d)
      

      sample file: custom-quadrilateral.c4d

      But for the code part, there are still some doubts about the difference between CCW and CW. When I understand what's going on, I will come back and reply. If any friend can explain, that's the best!

      posted in General Talk
      chuanzhenC
      chuanzhen

    Latest posts made by chuanzhen

    • RE: how to detect obj selected in InExcludeData()?

      @ferdinand Thank you. hope this can be updated in the document👍

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: how to detect obj selected in InExcludeData()?

      Hi @ferdinand , in .res file, how to set InExcludeData IN_EXCLUDE_FLAG_SEND_SELCHANGE_MSG is True? in c++ API doc,there no this flags for IN_EXCLUDE_FLAG_SEND_SELCHANGE_MSG

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: how to detect obj selected in InExcludeData()?

      Supplement an example of generating UserData using code:

      import c4d
      
      
      def main() -> None:
          
          
          bc = c4d.GetCustomDataTypeDefault(c4d.CUSTOMDATATYPE_INEXCLUDE_LIST)
          bc[c4d.DESC_NAME] = "Test"
          bc[c4d.IN_EXCLUDE_FLAG_SEND_SELCHANGE_MSG] = True
          did = op.AddUserData(bc)
          c4d.EventAdd()
      
      if __name__ == '__main__':
          main()
      
      
      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: how to detect obj selected in InExcludeData()?

      @ferdinand Thanks,it works!

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • how to detect obj selected in InExcludeData()?

      Hi,
      i use this script code to detect obj selected in InExcludeData(),always return "None"

      import c4d
      
      doc: c4d.documents.BaseDocument  # The currently active document.
      op: c4d.BaseObject | None  # The primary selected object in `doc`. Can be `None`.
      
      def main() -> None:
          ie = op[c4d.ID_USERDATA,1]
          for i in range(ie.GetObjectCount()):
              print(ie.GetData(i)[c4d.IN_EXCLUDE_DATA_SELECTION])
      
      if __name__ == '__main__':
          main()
      

      i found a example code in this post,but it also not work.

      Thanks for any help!

      posted in Cinema 4D SDK 2025 python
      chuanzhenC
      chuanzhen
    • RE: Viewport depth of field affects the content drawn using drawtexture()

      @ferdinand Thanks for reply
      Other channels(BOX,X-Ray....) also seem to be unfeasible, and currently it seems only can accept this limitation (affected by depth of field)
      Due to the current not to transfer to C++, some plugin ideas are indeed somewhat unusual
      only using some simple C4D drawings to generate Bitmaps, so I did not pay attention to the handling of Ocio. I will carefully read the manual on this aspect in the document.

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Viewport depth of field affects the content drawn using drawtexture()

      @ferdinand Thanks,
      DRAWPASS::HANDLES There is a limitation that only displays when I select the object, and my goal is to keep it displayed (select or not select)
      code:

          def Draw(self,op, drawpass, bd, bh):
      
              
      
              if drawpass == c4d.DRAWPASS_OBJECT:
                  #draw
                  bd.SetMatrix_Screen()
                  
                  window_dict = bd.GetSafeFrame()
                  
                  bd.SetLightList(c4d.BDRAW_SETLIGHTLIST_NOLIGHTS)
                  # set uv ... info
                  uvadr = [c4d.Vector(), c4d.Vector(), c4d.Vector(), c4d.Vector()]
                  uvadr[1] = c4d.Vector(1, 0, 0)
                  uvadr[2] = c4d.Vector(1, 1, 0)
                  uvadr[3] = c4d.Vector(0, 1, 0)
                  padr = [c4d.Vector(), c4d.Vector(), c4d.Vector(), c4d.Vector()]  
                  padr[0] = c4d.Vector(window_dict['cl'], window_dict['ct'], 0)
                  padr[1] = c4d.Vector(window_dict['cr'], window_dict['ct'], 0)
                  padr[2] = c4d.Vector(window_dict['cr'], window_dict['cb'], 0)
                  padr[3] = c4d.Vector(window_dict['cl'], window_dict['cb'], 0)
                  map = xx  # this can be any images
                  cadr = [c4d.Vector(1), c4d.Vector(1), c4d.Vector(1), c4d.Vector(1)]
                  nadr = [c4d.Vector(1), c4d.Vector(1), c4d.Vector(1), c4d.Vector(1)]
                  if map:
                      bd.DrawTexture(map, padr, cadr, nadr, uvadr, 4, c4d.DRAW_ALPHA_NORMAL, c4d.DRAW_TEXTUREFLAGS_TEMPORARY)
              
              return c4d.DRAWRESULT_OK
      
      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • Viewport depth of field affects the content drawn using drawtexture()

      hi,
      I have a OBJECT_GENERATOR plugin and I encountered some problems while drawing it. I am drawing something in screen space use BaseDraw.DrawTexture(), and when I turn on depth of field of viewport, the drawn content is also affected. How to make the drawn content not affected by depth of field.
      Thanks for any help!

      posted in Cinema 4D SDK 2025 python
      chuanzhenC
      chuanzhen
    • RE: The value of 'progress' during the use of RenderDocument() is greater than 1.0

      @ferdinand 😊

      posted in Bugs
      chuanzhenC
      chuanzhen
    • The value of 'progress' during the use of RenderDocument() is greater than 1.0

      Hi,
      I used the example code from c4d.documents.RendeDocument() in the document, which indicates that the values returned by progress are between 0-1.0. However, in my actual use, there may be some values greater than 1.0
      74fdd49f-2802-45eb-9756-b8e5fb46be7f-image.png

      This is my code, using Viewport Render with a frame range of 1001-1100

      """
      Copyright: MAXON Computer GmbH
      Author: Maxime Adam
      
      Description:
          - Render the current document with a progress hook to get notified about the current rendering progress.
      
      Class/method highlighted:
          - c4d.bitmaps.MultipassBitmap
          - c4d.documents.RenderDocument()
      
      """
      import c4d
      
      
      
      def PythonCallBack(progress, progress_type):
          """Function passed in RenderDocument. It will be called automatically by Cinema 4D with the current render progress.
      
          Args:
              progress (float): The percent of the progress for the current step
              progress_type (c4d.RENDERPROGRESSTYPE): The Main part of the current rendering step
          """
          print(progress)
      
      
      def main():
          # Retrieves the current active render settings
          rd = doc.GetActiveRenderData()
      
          # Creates a Multi Pass Bitmaps that will store the render result
          bmp = c4d.bitmaps.MultipassBitmap(int(rd[c4d.RDATA_XRES]), int(rd[c4d.RDATA_YRES]), c4d.COLORMODE_RGB)
          if bmp is None:
              raise RuntimeError("Failed to create the bitmap.")
      
          # Adds an alpha channel
          bmp.AddChannel(True, True)
      
      
      
          # Renders the document
          if c4d.documents.RenderDocument(doc, rd.GetDataInstance(), bmp,c4d.RENDERFLAGS_EXTERNAL, prog=PythonCallBack,
                                          wprog=None) != c4d.RENDERRESULT_OK:
              raise RuntimeError("Failed to render the temporary document.")
      
          # Displays the render in the Picture Viewer
          #c4d.bitmaps.ShowBitmap(bmp)
      
      
      if __name__ == "__main__":
          main()
      

      Thanks for any help!

      posted in Bugs 2025 python
      chuanzhenC
      chuanzhen