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    1. Maxon Developers Forum
    2. chuanzhen
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    • Following 1
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    • Topics 81
    • Posts 243
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    chuanzhen

    @chuanzhen

    rigger

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    chuanzhen Unfollow Follow

    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: MergeDocument() crash C4D

      @ferdinand Okay, I will handle the plugins and files at an appropriate time.Thanks reply

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Using SetWeightMap() multiple times can lead to inexplicable changes in weight values

      @ferdinand Thanks for your detailed explanation.
      Although the precision conversion leading to value changes is not an error, it is indeed not what we want in terms of the results. For example, when dealing with the weight of some points, using SetWeightMap() will update the weights of other points, resulting in numerical changes. Only using SetWeight() can at least ensure that the weights of unoperated points do not undergo numerical changes (but using SetWeight() must tolerate the print warnings outputted by the console)

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: MergeDocument() crash C4D

      @ferdinand Thanks for your detailed explanation.

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: MergeDocument() crash C4D

      @ferdinand Thanks for reply.
      I tested a simple C4D file (such as one with only a cube, where the merge command works well).
      But I still have a question. If it's a plugin issue ( CopyTo Read Write function is not implemented), then why can the Merge command in C4D merge files normally?

      (As an aside, I found this issue in one of my plugins (which uses MergeDocument). This plugin was developed in C4D 2024, and the same code worked in older versions but crashes in 2026. Even with the same script code and merge same file, it works normally in 2024 but crashes in 2026)

      c4d.documents.MergeDocument(doc, path_str,c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS,c4d.threading.GeGetCurrentThread())
      
      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: Using SetWeightMap() multiple times can lead to inexplicable changes in weight values

      @ferdinand Hi,
      I used your file for the demonstration. (Opening your file and running the code directly not cause any issues.)
      The problem occurred after smooth weights. In the demonstration, only the smoothing operation of weights was performed. Running the code again, you can see the change in the weight values

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: MergeDocument() crash C4D

      @Anlv Thanks for your reply.can't reproduce this issue on your side, it seems I need to test it on other computers. It's a puzzling problem

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • RE: MergeDocument() crash C4D

      @Anlv Hi
      Here is a video demonstrating how C4D crashes. For a saved document (or a loaded document), using MergeDocument() is fine, but for a new document that hasn't been saved, using MergeDocument() will definitely crash
      2026.3.3 win11

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • MergeDocument() crash C4D

      Hi,

      c4d.documents.MergeDocument(doc, path_str,c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS,None)
      

      this code,c4d always crashed

      posted in Cinema 4D SDK python 2026
      chuanzhenC
      chuanzhen
    • RE: Using SetWeightMap() multiple times can lead to inexplicable changes in weight values

      @ferdinand
      Hi,The simple demo I made:
      1:Create a standard cube (with 8 vertices),
      2:Create 8 joint (point_id 1 -> joint 1 ),bind it,then offset all joints (x:10000,y:10000,z:10000 cm)
      3:Each point is 100% bound to a bone,
      4: Then, apply smooth 1-2 times to all bones and points to obtain a result where each point is influenced by all bones (facilitating the observation of the code execution results)
      5: normalize weights
      6:Then execute the code 2-3 times, and you can clearly see the result

      code:

      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:
          tag = op.GetTag(c4d.Tweights)
          if not tag:
              return
          j_cnt = tag.GetJointCount()
          p_cnt = op.GetPointCount()
      
          for i in range(10):
              weights = [tag.GetWeightMap(j_id,p_cnt) for j_id in range(j_cnt)]
              for j_id in range(j_cnt):
                  tag.SetWeightMap(j_id,weights[j_id])
              tag.WeightDirty()
          
          
          c4d.EventAdd()
      
      
      if __name__ == '__main__':
          main()
      

      01aff503-a8c0-4521-8b99-3c094189c490-image.png
      video:

      posted in Cinema 4D SDK
      chuanzhenC
      chuanzhen
    • Using SetWeightMap() multiple times can lead to inexplicable changes in weight values

      Hi,
      Previously, I had been using the SetWeight() method to set weight values, and it worked very stably. However, after seeing the deprecation notice for SetWeight() in the python api documentation, I switched to using SetWeightMap() instead. However, there were some issues with this function. When I used SetWeightMap() multiple times to set values, its values would gradually change.

      Below is a simple example of my video, using a standard cube (with 8 points), where each point is equally influenced by all bones.

      However, when I repeatedly obtain the weight values using GetWeightMap()without making any changes, and then set the weights using SetWeightMap() again, I can see that the weight values have undergone slight changes, with the sum of weights changing from 1 --> 0.998

      posted in Cinema 4D SDK python 2026
      chuanzhenC
      chuanzhen