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)

Posts made by chuanzhen
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RE: Frozen Matrix different
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Frozen Matrix different
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?
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RE: Set RenderData framerate causing C4D to crash
@i_mazlov there is video, 2025.2.1,win11
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Set RenderData framerate causing C4D to crash
Hi,
use bellow code will causing C4D to crashimport 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?
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RE: How to Execute a Modifier plugin in Expression priority
@i_mazlov Thanks,in my code I found an error and directly used the value obtained from PRIORITYVALUEMYODE in the priority GUI to set the list The priority parameter in Add() is a low-level error.
But there is still a problem. When I used your code and adjusted the priority of **Python tag*to expression 1, the calculation order did not execute as expected. Where exactly is the problem?
My version is also 2025.2.0
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RE: How to Execute a Modifier plugin in Expression priority
@i_mazlov Thanks for reply!
I added this flag and modified the content of AddToExecution(). Execute() was successfully called, but it did not run in the expected calculation order. In the image below, The Cube object has a Python tag with priority=expression 0 and objectplugin with priority=expression 10. My expected work order should be python tag (priority=expression 0) -> objectplugin (priority=expression 10), but why is the actual running result objectplugin (priority=expression 10) ->python tags (priority=expression 10)
my code:
def Execute(self, op, doc, bt, priority, flags) -> int: print("Execute") return c4d.EXECUTIONRESULT_OK def AddToExecution(self, op, list) -> bool: print("AddToExecution") mode = op[c4d.S_TEMP_PRIORITY].GetPriorityValue(c4d.PRIORITYVALUE_MODE) list.Add(op, mode,c4d.EXECUTIONFLAGS_NONE)
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Problem encountered when check double click in Message() Use MSG_EDIT
Hi,
In the tag plugin, i use MSG_EDIT in Message() to detect the double-click behavior of the mouse, and then execute some commands. However, when create tag, MSG_EDIT is also used. I tried using gui.GetInputState (c4d.BFM_INPUT_MOUSE, c4d.BFM_INPUT_DOUBLECLICK,bc) obtains specific information to distinguish between label create tag and double-click behavior, but bc no double click information is obtained.
code:def Message(self, node: GeListNode, type: int, data: object) -> bool: if type == c4d.MSG_EDIT: c4d.CallCommand(200000084) # Rectangle Selection bc = c4d.BaseContainer() gui.GetInputState(c4d.BFM_INPUT_MOUSE,c4d.BFM_INPUT_DOUBLECLICK,bc) if bc[c4d.BFM_INPUT_DOUBLECLICK] : print("double") return True return True
How to distinguish between these two behaviors
Thanks for any help! -
How to Execute a Modifier plugin in Expression priority
Hi,
I have created a object modifier plugin and I want it to work once in priority Expression 10, and then again in Generator 1. How can I make it work as expected?
In the code, AddToExecution() and Execute() do not seem to work (the documentation states that switching priorities requires calling these two functions).import c4d from c4d import plugins, bitmaps PLUGIN_ID = 1000001 class S_Temp(plugins.ObjectData): def Execute(self, op, doc, bt, priority, flags) -> int: print("Execute") return c4d.EXECUTIONRESULT_OK def AddToExecution(self, op, list) -> bool: print("AddToExecution") return True def Init(self, node, isCloneInit: bool) -> bool: self.InitAttr(node, c4d.BaseList2D, c4d.S_TEMP_POSEDTARGETS) self.InitAttr(node, c4d.BaseList2D, c4d.S_TEMP_POSEDSOURCEADD) self.InitAttr(node, c4d.PriorityData, c4d.S_TEMP_PRIORITY) if not isCloneInit: pridata = c4d.PriorityData() pridata.SetPriorityValue(c4d.PRIORITYVALUE_MODE, c4d.CYCLE_EXPRESSION) pridata.SetPriorityValue(c4d.PRIORITYVALUE_PRIORITY, 10) node[c4d.S_TEMP_PRIORITY] = pridata return True def ModifyObject(self, mod, doc, op, op_mg, mod_mg, lod, flags, thread): allp = [pos + c4d.Vector(0,100,0) for pos in op.GetAllPoints()] op.SetAllPoints(allp) op.Message(c4d.MSG_UPDATE) return True if __name__ == '__main__': plugins.RegisterObjectPlugin(id=PLUGIN_ID, str="S_Temp", g=S_Temp, description="stemp", info=c4d.OBJECT_MODIFIER, icon=None)
Here is the file of this plugin --> s_Temp.zip
Thanks for any help!
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RE: Change Icon Color parameter
@i_mazlov Thanks for your help, it works well.
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RE: Change Icon Color parameter
@JH23 Thanks for your help,this is indeed a solution.
For existing objects in Object Manager, using this code is effective, but creating a new object and setting it up yields a different result, which is confusing.@chuanzhen said in Change Icon Color parameter:
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: for i in range(2): obj = c4d.BaseObject(c4d.Ojoint) obj[c4d.ID_BASELIST_ICON_COLORIZE_MODE] = 2 obj[c4d.ID_BASEOBJECT_USECOLOR] = 2 obj[c4d.ID_BASEOBJECT_COLOR] = c4d.Vector() obj.SetName(str(i)) doc.InsertObject(obj) c4d.EventAdd() if __name__ == '__main__': main()
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Change Icon Color parameter
hi,
I use script to create bone and insert it to document, set it Icon Color=Display Color,Why does the Icon Color parameter of the object turn to Custom when I click on it.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: for i in range(2): obj = c4d.BaseObject(c4d.Ojoint) obj[c4d.ID_BASELIST_ICON_COLORIZE_MODE] = 2 obj[c4d.ID_BASEOBJECT_USECOLOR] = 2 obj[c4d.ID_BASEOBJECT_COLOR] = c4d.Vector() obj.SetName(str(i)) doc.InsertObject(obj) c4d.EventAdd() if __name__ == '__main__': main()
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RE: How to convert the length of a line on the screen to the length of an object.
@ferdinand Thanks for your help.
For the unwanted effect of perspective distortion, I tried projecting a fixed size line onto an object to determine the length of the projected line in the world, and then proceeded to draw it.
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How to convert the length of a line on the screen to the length of an object.
hi,
I tried to have an object display its coordinate axis at a fixed screen space length, but it didn't work properly. Where did I make a mistake with my code?This is a c4d file that displays its coordinate axis using tags.-->
video:
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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
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Show or Hide Object in Viewport
Hi,
I encountered some issues when importing documents and performing hide and display object.this is an example c4d file to import --> import.c4d
this is an example script code:
import c4d class MyDialog (c4d.gui.GeDialog): def CreateLayout(self) -> bool: self.GroupBorderSpace(5, 5, 5, 5) self.GroupSpace(5, 5) self.AddButton(1000, c4d.BFH_SCALEFIT, name = "import") self.AddButton(1001, c4d.BFH_SCALEFIT, name = "show") self.AddButton(1002, c4d.BFH_SCALEFIT, name = "hide") return True def Command(self, id, msg): if id == 1000: file_path = c4d.storage.LoadDialog() c4d.documents.MergeDocument(doc,file_path,c4d.SCENEFILTER_OBJECTS|c4d.SCENEFILTER_MATERIALS) for obj in doc.GetObjects(): obj.ChangeNBit(c4d.NBIT_EHIDE,c4d.NBITCONTROL_SET) c4d.EventAdd() return True if id == 1001: for obj in doc.GetObjects(): obj.ChangeNBit(c4d.NBIT_EHIDE,c4d.NBITCONTROL_CLEAR) c4d.EventAdd() c4d.DrawViews(c4d.DRAWFLAGS_FORCEFULLREDRAW) return True if id == 1002: for obj in doc.GetObjects(): obj.ChangeNBit(c4d.NBIT_EHIDE,c4d.NBITCONTROL_SET) c4d.EventAdd() return True return True if __name__ == "__main__": dlg = MyDialog() dlg.Open(c4d.DLG_TYPE_ASYNC, 0, -1, -1, 200, 200)
ui:
Step 1: Use "import" to merge a document into the current document, and then hide the imported object
Step 2: Use "show" to restore the display of the object, but it will not refresh the display. Only by using the "Redraw" command can the display be refreshed
Why c4d.EventAdd() and c4d.DrawView() doesn't work, did I miss something?
It seems to only occur in the document imported for the first time, and when the "show" or "hide" command is used again, it works normally.
Thanks for any help! -
How to drag rows in Treeview
Hi,
I have read many posts about the dragging behavior of treeview, all of which are examples of dragging from the outside into treeview. What I want is to drag the rows of treeview to rearrange them, just like an object manager dragging objects.
This post also mentioned some explanations about the drag and drop process, but I am still confused about how to start.I found an example of code in this post. Can we implement the drag behavior of treeview rows on this basis
import c4d import weakref # Be sure to use a unique ID obtained from [URL-REMOVED] PLUGIN_ID = 1000010 # TEST ID ONLY # TreeView Column IDs. ID_CHECKBOX = 1 ID_NAME = 2 ID_OTHER = 3 def TextureObjectIterator(lst): for parentTex in lst: yield parentTex for childTex in TextureObjectIterator(parentTex.GetChildren()): yield childTex class TextureObject(object): """ Class which represent a texture, aka an Item in our list """ texturePath = "TexPath" otherData = "OtherData" _selected = False _open = True def __init__(self, texturePath): self.texturePath = texturePath self.otherData += texturePath self.children = [] self._parent = None @property def IsSelected(self): return self._selected def Select(self): self._selected = True def Deselect(self): self._selected = False @property def IsOpened(self): return self._open def Open(self): self._open = True def Close(self): self._open = False def AddChild(self, obj): obj._parent = weakref.ref(self) self.children.append(obj) def GetChildren(self): return self.children def GetParent(self): if self._parent: return self._parent() return None def __repr__(self): return str(self) def __str__(self): return self.texturePath class ListView(c4d.gui.TreeViewFunctions): def __init__(self): self.listOfTexture = list() # Store all objects we need to display in this list # Add some defaults values t1 = TextureObject("T1") t2 = TextureObject("T2") t3 = TextureObject("T3") t4 = TextureObject("T4") self.listOfTexture.extend([t1, t2, t3, t4]) def IsResizeColAllowed(self, root, userdata, lColID): return True def IsTristate(self, root, userdata): return False def GetColumnWidth(self, root, userdata, obj, col, area): return 80 # All have the same initial width def IsMoveColAllowed(self, root, userdata, lColID): # The user is allowed to move all columns. # TREEVIEW_MOVE_COLUMN must be set in the container of AddCustomGui. return True def GetFirst(self, root, userdata): """ Return the first element in the hierarchy, or None if there is no element. """ rValue = None if not self.listOfTexture else self.listOfTexture[0] return rValue def GetDown(self, root, userdata, obj): """ Return a child of a node, since we only want a list, we return None everytime """ children = obj.GetChildren() if children: return children[0] return None def GetNext(self, root, userdata, obj): """ Returns the next Object to display after arg:'obj' """ rValue = None # If does have a child it means it's a child. objParent = obj.GetParent() listToSearch = objParent.GetChildren() if objParent is not None else self.listOfTexture currentObjIndex = listToSearch.index(obj) nextIndex = currentObjIndex + 1 if nextIndex < len(listToSearch): rValue = listToSearch[nextIndex] return rValue def GetPred(self, root, userdata, obj): """ Returns the previous Object to display before arg:'obj' """ rValue = None # If does have a child it means it's a child. objParent = obj.GetParent() listToSearch = objParent.GetChildren() if objParent is not None else self.listOfTexture currentObjIndex = listToSearch.index(obj) predIndex = currentObjIndex - 1 if 0 <= predIndex < len(listToSearch): rValue = listToSearch[predIndex] return rValue def GetId(self, root, userdata, obj): """ Return a unique ID for the element in the TreeView. """ return hash(obj) def Select(self, root, userdata, obj, mode): """ Called when the user selects an element. """ if mode == c4d.SELECTION_NEW: for tex in self.listOfTexture: tex.Deselect() obj.Select() elif mode == c4d.SELECTION_ADD: obj.Select() elif mode == c4d.SELECTION_SUB: obj.Deselect() def IsSelected(self, root, userdata, obj): """ Returns: True if *obj* is selected, False if not. """ return obj.IsSelected def SetCheck(self, root, userdata, obj, column, checked, msg): """ Called when the user clicks on a checkbox for an object in a `c4d.LV_CHECKBOX` column. """ if checked: obj.Select() else: obj.Deselect() def IsChecked(self, root, userdata, obj, column): """ Returns: (int): Status of the checkbox in the specified *column* for *obj*. """ if obj.IsSelected: return c4d.LV_CHECKBOX_CHECKED | c4d.LV_CHECKBOX_ENABLED else: return c4d.LV_CHECKBOX_ENABLED def IsOpened(self, root, userdata, obj): """ Returns: (bool): Status If it's opened = True (folded) or closed = False. """ # If there is some children return obj.IsOpened def Open(self, root, userdata, obj, onoff): """ Called when the user clicks on a folding state of an object to display/hide its children """ if onoff: obj.Open() else: obj.Close() def GetName(self, root, userdata, obj): """ Returns the name to display for arg:'obj', only called for column of type LV_TREE """ return str(obj) # Or obj.texturePath def DrawCell(self, root, userdata, obj, col, drawinfo, bgColor): """ Draw into a Cell, only called for column of type LV_USER """ if col == ID_OTHER: name = obj.otherData geUserArea = drawinfo["frame"] w = geUserArea.DrawGetTextWidth(name) h = geUserArea.DrawGetFontHeight() xpos = drawinfo["xpos"] ypos = drawinfo["ypos"] + drawinfo["height"] drawinfo["frame"].DrawText(name, xpos, int(ypos - h * 1.1)) def DoubleClick(self, root, userdata, obj, col, mouseinfo): """ Called when the user double-clicks on an entry in the TreeView. Returns: (bool): True if the double-click was handled, False if the default action should kick in. The default action will invoke the rename procedure for the object, causing `SetName()` to be called. """ c4d.gui.MessageDialog("You clicked on " + str(obj)) return True def DeletePressed(self, root, userdata): "Called when a delete event is received." for tex in reversed(list(TextureObjectIterator(self.listOfTexture))): if tex.IsSelected: listToRemove = objParent.GetChildren() if objParent is not None else self.listOfTexture listToRemove.remove(tex) def DragStart(self, root: object, userdata: object, obj: object) -> int: print("drag") c4d.gui.SetMousePointer(c4d.MOUSE_INSERTMOVE) return c4d.TREEVIEW_DRAGSTART_ALLOW | c4d.TREEVIEW_DRAGSTART_SELECT def SetDragObject(self, root: object, userdata: object, obj: object) -> None: pass class TestDialog(c4d.gui.GeDialog): _treegui = None # Our CustomGui TreeView _listView = ListView() # Our Instance of c4d.gui.TreeViewFunctions def CreateLayout(self): # Create the TreeView GUI. customgui = c4d.BaseContainer() customgui.SetBool(c4d.TREEVIEW_BORDER, c4d.BORDER_THIN_IN) customgui.SetBool(c4d.TREEVIEW_HAS_HEADER, True) # True if the tree view may have a header line. customgui.SetBool(c4d.TREEVIEW_HIDE_LINES, False) # True if no lines should be drawn. customgui.SetBool(c4d.TREEVIEW_MOVE_COLUMN, True) # True if the user can move the columns. customgui.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True) # True if the column width can be changed by the user. customgui.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True) # True if all lines have the same height. customgui.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True) # Alternate background per line. customgui.SetBool(c4d.TREEVIEW_CURSORKEYS, True) # True if cursor keys should be processed. customgui.SetBool(c4d.TREEVIEW_NOENTERRENAME, False) # Suppresses the rename popup when the user presses enter. customgui.SetBool(c4d.TREEVIEW_NO_MULTISELECT, True) self._treegui = self.AddCustomGui(1000, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 300, 300, customgui) if not self._treegui: print("[ERROR]: Could not create TreeView") return False self.AddButton(1001, c4d.BFH_CENTER, name="Add") self.AddButton(1002, c4d.BFH_CENTER, name="Add Child to selected") return True def InitValues(self): # Initialize the column layout for the TreeView. layout = c4d.BaseContainer() layout.SetLong(ID_CHECKBOX, c4d.LV_CHECKBOX) layout.SetLong(ID_NAME, c4d.LV_TREE) layout.SetLong(ID_OTHER, c4d.LV_USER) self._treegui.SetLayout(3, layout) # Set the header titles. self._treegui.SetHeaderText(ID_CHECKBOX, "Check") self._treegui.SetHeaderText(ID_NAME, "Name") self._treegui.SetHeaderText(ID_OTHER, "Other") self._treegui.Refresh() # Set TreeViewFunctions instance used by our CUSTOMGUI_TREEVIEW self._treegui.SetRoot(self._treegui, self._listView, None) return True def Command(self, id, msg): # Click on button if id == 1001: # Add data to our DataStructure (ListView) newID = len(self._listView.listOfTexture) + 1 tex = TextureObject("T{}".format(newID)) self._listView.listOfTexture.append(tex) # Refresh the TreeView self._treegui.Refresh() elif id == 1002: for parentTex in TextureObjectIterator(self._listView.listOfTexture): if not parentTex.IsSelected: continue newID = len(parentTex.GetChildren()) + 1 tex = TextureObject("T{0}.{1}".format(str(parentTex), newID)) parentTex.AddChild(tex) # Refresh the TreeView self._treegui.Refresh() return True def main(): global dialog dialog = TestDialog() dialog.Open(c4d.DLG_TYPE_ASYNC, defaulth=600, defaultw=600) if __name__ == "__main__": main()
Thanks for your help
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RE: Switching of Multi Object Working Axis for Move Tools
@ferdinand Thanks for reply. Perhaps not expressed clearly. For changing the axis of an object, it is not a problem. What I want to ask is whether the manual operation step of selecting the axis before the Move tool works can be implemented using a script.