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rigger
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)?
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()
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()
@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
@r_gigante @zipit The detailed explanation is shown below “up interpolattion” Try use "spline trail"
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.
@m_adam Thank you for your team's reply. I will share my exploration in this post in the future.
The problem has been resolved, reinstall the graphics driver and perform a custom clean installation!
try use GetDirty(DIRTYFLAGS_CACHE),compare last dirty and current dirty
@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()
Hi, you can read this thread
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!
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!
@ferdinand Thanks for detailed explanation. Let me introduce the goals that the custom deformer plugin wants to achieve. (As can be seen from the cube, cube. 1, cube. 2... in the image, each object has a weight tag.) The custom deformer plugin needs to preprocess and store some data before the ModifyObjects () function works. (By clicking a button) Access the weight tag of each object to be deformed in Message (), preprocess and store some data, and then use the preprocessed data to execute the ModifyObjects () function to correctly process the deformation calculation.
In C4D, it seems that the Surface deformer has achieved a similar function
(there are certain benefits to restricting the custom deformer plugin only to the parent level, as there is no need to spend effort on correctly linking the corresponding preprocessed data when the ModifyObjects () function works.But it did break the general logic operation of the deformer)
The only way you could do that is by checking each deformed object being passed into , to be the parent of the also passed in (i.e., the deformer also simply accessible via ). Only for an which is the parent of would you then carry out the modification.
@ferdinand Thank you for your detailed reply. If there is no direct method, it is a feasible solution to re implement the defoemer logic. However, since it requires storing data separately for each object that needs to be deformed, limiting the deformable device to only act on the parent object is a limited but more efficient method.
Hi, deformer object can deform an object in two ways: method A as a child of the deformed object, method B at the same level as the deformed object.
There is a problem. In a custom deformer plugin, I obtain the deformed object in the Message() function. Using the first method A, I can obtain the deformed object ''Cube. x'' through node. GetUp(). but method B, how can I access the deformed object (Cube, Cube. 1, Cube. 2)?
Thanks for any help!
@ferdinand Thank you for explanation. The point of confusion should be marked as 2 in the image. in doc the counterclockwise rotation (ccw) refers to the counterclockwise rotation from the spatial perspective of the image. but for the same rotation, the z-axis should have rotated clockwise(cw). However, in any case, the calculation is correct, only the description is different。 (Describing a rotation of an axis, it is assumed that a person looks in the negative direction from the positive direction of the axis, and based on this, counterclockwise and clockwise are defined)
Hi, When I read the matrix manual in python sdk doc, I found that the descriptions of 1 and 2 seem contradictory. In c4d, counter-clockwise rotation (ccw) displays a positive value 90 °, while clockwise rotation (cw) displays a negative value -90 °. However, in image marker 2, the transformation should be clockwise cw 90 ° (i.e. R.B=-90 °), not ccw90 °
When I restart C4D, I cannot reproduce this problem. It's really confusing, c4d 2025.2.1 (And I also forgot to save the file at that time, resulting in the loss of the file on site)
hi, A parent object has 2 child objects whose global matrix are the same. They have the same frozen transform value, but the transform values are different. I used GetFrozenMln() to obtain the frozen matrix and found that the frozen matrix of the 2 child objects are *different.
Why do 2 child objects have the same frozen transform value but different frozen matrix?
@i_mazlov there is video, 2025.2.1,win11
Hi, use bellow code will causing C4D to crash
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: rd = c4d.documents.RenderData() rd[c4d.RDATA_FRAMERATE] = 2.0 if __name__ == '__main__': main()
safe setting code:
rd = c4d.documents.RenderData() data = rd.GetDataInstance() data[c4d.c4d.RDATA_FRAMERATE] = 2.0
bug?
@i_mazlov Thanks,it works!