Hi,
thanks for the kind words both from Maxon and the community. I am looking forward to my upcoming adventures with the SDK Team and Cinema community.
Cheers,
Ferdinand
Hi,
thanks for the kind words both from Maxon and the community. I am looking forward to my upcoming adventures with the SDK Team and Cinema community.
Cheers,
Ferdinand
Hello @holgerbiebrach,
please excuse the wait. So, this is possible in Python and quite easy to do. This new behavior is just the old dialog folding which has been reworked a little bit. I have provided a simple example at the end of the posting. There is one problem regarding title bars which is sort of an obstacle for plugin developers which want to distribute their plugins, it is explained in the example below.
I hope this helps and cheers,
Ferdinand
The result:
The code:
"""Example for a command plugin with a foldable dialog as provided with the
Asset Browser or Coordinate Manger in Cinema 4D R25.
The core of this is just the old GeDialog folding mechanic which has been
changed slightly with R25 as it will now also hide the title bar of a folded
dialog, i.e., the dialog will be hidden completely.
The structure shown here mimics relatively closely what the Coordinate Manger
does. There is however one caveat: Even our internal implementations do not
hide the title bar of a dialog when unfolded. Instead, this is done via
layouts, i.e., by clicking onto the ≡ icon of the dialog and unchecking the
"Show Window Title" option and then saving such layout. If you would want
to provide a plugin which exactly mimics one of the folding managers, you
would have to either ask your users to take these steps or provide a layout.
Which is not ideal, but I currently do not see a sane way to hide the title
bar of a dialog. What you could do, is open the dialog as an async popup which
would hide the title bar. But that would also remove the ability to dock the
dialog. You could then invoke `GeDialog.AddGadegt(c4d.DIALOG_PIN, SOME_ID)`to
manually add a pin back to your dialog, so that you can dock it. But that is
not how it is done internally by us, as we simply rely on layouts for that.
"""
import c4d
class ExampleDialog (c4d.gui.GeDialog):
"""Example dialog that does nothing.
The dialog itself has nothing to do with the implementation of the
folding.
"""
ID_GADGETS_START = 1000
ID_GADGET_GROUP = 0
ID_GADGET_LABEL = 1
ID_GADGET_TEXT = 2
GADGET_STRIDE = 10
GADEGT_COUNT = 5
def CreateLayout(self) -> bool:
"""Creates dummy gadgets.
"""
self.SetTitle("ExampleDialog")
flags = c4d.BFH_SCALEFIT
for i in range(self.GADEGT_COUNT):
gid = self.ID_GADGETS_START + i * self.GADGET_STRIDE
name = f"Item {i}"
self.GroupBegin(gid + self.ID_GADGET_GROUP, flags, cols=2)
self.GroupBorderSpace(5, 5, 5, 5)
self.GroupSpace(2, 2)
self.AddStaticText(gid + self.ID_GADGET_LABEL, flags, name=name)
self.AddEditText(gid + self.ID_GADGET_TEXT, flags)
self.GroupEnd()
return True
class FoldingManagerCommand (c4d.plugins.CommandData):
"""Provides the implementation for a command with a foldable dialog.
"""
ID_PLUGIN = 1058525
REF_DIALOG = None
@property
def Dialog(self) -> ExampleDialog:
"""Returns a class bound ExampleDialog instance.
"""
if FoldingManagerCommand.REF_DIALOG is None:
FoldingManagerCommand.REF_DIALOG = ExampleDialog()
return FoldingManagerCommand.REF_DIALOG
def Execute(self, doc: c4d.documents.BaseDocument) -> bool:
"""Folds or unfolds the dialog.
The core of the folding logic as employed by the Asset Browser
or the Coordinate manager in R25.
"""
# Get the class bound dialog reference.
dlg = self.Dialog
# Fold the dialog, i.e., hide it if it is open and unfolded. In C++
# you would also want to test for the dialog being visible with
# GeDialog::IsVisible, but we cannot do that in Python.
if dlg.IsOpen() and not dlg.GetFolding():
dlg.SetFolding(True)
# Open or unfold the dialog. The trick here is that calling
# GeDialog::Open will also unfold the dialog.
else:
dlg.Open(c4d.DLG_TYPE_ASYNC, FoldingManagerCommand.ID_PLUGIN)
return True
def RestoreLayout(self, secret: any) -> bool:
"""Restores the dialog on layout changes.
"""
return self.Dialog.Restore(FoldingManagerCommand.ID_PLUGIN, secret)
def GetState(self, doc: c4d.documents.BaseDocument) -> int:
"""Sets the command icon state of the plugin.
This is not required, but makes it a bit nicer, as it will indicate
in the command icon when the dialog is folded and when not.
"""
dlg = self.Dialog
result = c4d.CMD_ENABLED
if dlg.IsOpen() and not dlg.GetFolding():
result |= c4d.CMD_VALUE
return result
def RegisterFoldingManagerCommand() -> bool:
"""Registers the example.
"""
return c4d.plugins.RegisterCommandPlugin(
id=FoldingManagerCommand.ID_PLUGIN,
str="FoldingManagerCommand",
info=c4d.PLUGINFLAG_SMALLNODE,
icon=None,
help="FoldingManagerCommand",
dat=FoldingManagerCommand())
if __name__ == '__main__':
if not RegisterFoldingManagerCommand():
raise RuntimeError(
f"Failed to register {FoldingManagerCommand} plugin.")
Dear Community,
this question reached us via email-support in the context of C++, but I thought the answer might be interesting for other users too.
The underlying question in this case was how to project points from object or world space into the texture space of an object with UV data. I am showing here deliberately an approach that can be followed both in C++ and Python, so that all users can benefit from this. In C++ one has also the option of using VolumeData and its methods VolumeData::GetUvw
or VolumeData::ProjectPoint
but must then either implement a volume shader (as otherwise the volume data attached to the ChannelData
passed to ShaderData::Output
will be nullptr
), or use VolumeData:: AttachVolumeDataFake
to access ::ProjectPoint
. There is however no inherent necessity to take this shader bound route as shown by the example.
Cheers,
Ferdinand
The script has created a texture with red pixels for the intersection points of the rays cast from each vertex of the spline towards the origin of the polygon object. The script also created the null object rays to visualize the rays which have been cast.
raycast_texture.c4d : The scene file.
You must save the script to disk before running it, as the script infers from the script location the place to save the generated texture to.
"""Demonstrates how to project points from world or object space to UV space.
This script assumes that the user has selected a polygon object and a spline object in the order
mentioned. The script projects the points of the spline object onto the polygon object and creates
a texture from the UV coordinates of the projected points. The texture is then applied to the
polygon object.
The script uses the `GeRayCollider` class to find the intersection of rays cast from the points of
the spline object to the polygon object. The UV coordinates of the intersection points are then
calculated using the `HairLibrary` class. In the C++ API, one should use maxon::
GeometryUtilsInterface::CalculatePolygonPointST() instead.
Finally, using GeRayCollider is only an example for projecting points onto the mesh. In practice,
any other method can be used as long as it provides points that lie in the plane(s) of a polygon.
The meat of the example is in the `main()` function. The other functions are just fluff.
"""
import os
import c4d
import mxutils
import uuid
from mxutils import CheckType
doc: c4d.documents.BaseDocument # The currently active document.
op: c4d.BaseObject | None # The primary selected object in `doc`. Can be `None`.
def CreateTexture(points: list[c4d.Vector], path: str, resolution: int = 1000) -> None:
"""Creates a texture from the given `points` and saves it to the given `path`.
Parameters:
path (str): The path to save the texture to.
points (list[c4d.Vector]): The points to create the texture from.
"""
# Check the input values for validity.
if os.path.exists(path):
raise FileExistsError(f"File already exists at path: {path}")
if not path.endswith(".png"):
raise ValueError("The path must end with '.png'.")
# Create a drawing canvas to draw the points on.
canvas: c4d.bitmaps.GeClipMap = CheckType(c4d.bitmaps.GeClipMap())
if not canvas.Init(resolution, resolution, 24):
raise MemoryError("Failed to initialize GeClipMap.")
# Fill the canvas with white.
canvas.BeginDraw()
canvas.SetColor(255, 255, 255)
canvas.FillRect(0, 0, resolution, resolution)
# Draw the points on the canvas.
canvas.SetColor(255, 0, 0)
for p in points:
x: int = int(p.x * resolution)
y: int = int(p.y * resolution)
x0: int = max(0, x - 1)
y0: int = max(0, y - 1)
x1: int = min(resolution, x + 1)
y1: int = min(resolution, y + 1)
canvas.FillRect(x0, y0, x1, y1)
canvas.EndDraw()
# Save the canvas to the given path.
bitmap: c4d.bitmaps.BaseBitmap = CheckType(canvas.GetBitmap())
bitmap.Save(path, c4d.FILTER_PNG)
c4d.bitmaps.ShowBitmap(bitmap)
def ApplyTexture(obj: c4d.BaseObject, path: str) -> None:
"""Applies the texture at the given `path` to the given `obj`.
"""
CheckType(obj, c4d.BaseObject)
# Check the input values for validity.
if not os.path.exists(path):
raise FileNotFoundError(f"File does not exist at path: {path}")
# Create a material and apply the texture to it.
material: c4d.BaseMaterial = CheckType(c4d.BaseMaterial(c4d.Mmaterial), c4d.BaseMaterial)
obj.GetDocument().InsertMaterial(material)
shader: c4d.BaseShader = CheckType(c4d.BaseShader(c4d.Xbitmap), c4d.BaseShader)
shader[c4d.BITMAPSHADER_FILENAME] = path
material.InsertShader(shader)
material[c4d.MATERIAL_COLOR_SHADER] = shader
material[c4d.MATERIAL_PREVIEWSIZE] = c4d.MATERIAL_PREVIEWSIZE_1024
# Apply the material to the object.
tag: c4d.TextureTag = CheckType(obj.MakeTag(c4d.Ttexture))
tag[c4d.TEXTURETAG_PROJECTION] = c4d.TEXTURETAG_PROJECTION_UVW
tag[c4d.TEXTURETAG_MATERIAL] = material
def CreateDebugRays(spline: c4d.SplineObject, p: c4d.Vector) -> None:
"""Adds spline objects to the document to visualize the rays from the given `p` to the points of
the given `spline`.
"""
doc: c4d.documents.BaseDocument = CheckType(spline.GetDocument(), c4d.documents.BaseDocument)
rays: c4d.BaseObject = c4d.BaseObject(c4d.Onull)
rays.SetName("Rays")
doc.InsertObject(rays)
for q in spline.GetAllPoints():
ray: c4d.SplineObject = c4d.SplineObject(2, c4d.SPLINETYPE_LINEAR)
ray.SetPoint(0, p)
ray.SetPoint(1, q * spline.GetMg())
ray.Message(c4d.MSG_UPDATE)
ray.InsertUnder(rays)
def main() -> None:
"""Carries out the main logic of the script.
"""
# Check the object selection for being meaningful input.
selected: list[c4d.BaseObject] = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_SELECTIONORDER)
if (len(selected) != 2 or not selected[0].CheckType(c4d.Opolygon) or
not selected[1].CheckType(c4d.Ospline)):
raise ValueError("Please select a polygon object and a spline object.")
polygonObject, splineObject = selected
# Get the uvw tag, the points, and the polygons of the polygon object.
uvwTag: c4d.UvwTag = mxutils.CheckType(polygonObject.GetTag(c4d.Tuvw))
points: list[c4d.Vector] = [polygonObject.GetMg() * p for p in polygonObject.GetAllPoints()]
polys: list[c4d.CPolygon] = polygonObject.GetAllPolygons()
# We are casting here in a dumb manner towards the center of the polygon object. In practice,
# one should cast rays towards the plane of the polygon object. Or even better, use another
# method to project the points onto the polygon object, as GeRayCollider is not the most
# efficient thing in the world.
rayTarget: c4d.Vector = polygonObject.GetMg().off
CreateDebugRays(splineObject, rayTarget)
# Initialize the GeRayCollider to find the intersection of rays cast from the points of the
# spline object to the polygon object.
collider: c4d.utils.GeRayCollider = c4d.utils.GeRayCollider()
if not collider.Init(polygonObject):
raise MemoryError("Failed to initialize GeRayCollider.")
# Init our output list and iterate over the points of the spline object.
uvPoints: list[c4d.Vector] = []
for p in splineObject.GetAllPoints():
# Transform the point from object to world space (q) and then to the polygon object's space
# (ro). Our ray direction always points towards the center of the polygon object.
q: c4d.Vector = splineObject.GetMg() * p
ro: c4d.Vector = ~polygonObject.GetMg() * q
rd: c4d.Vector = rayTarget - ro
# Cast the ray and check if it intersects with the polygon object.
if not collider.Intersect(ro, rd, 1E6) or collider.GetIntersectionCount() < 1:
continue
# Get the hit position and the polygon ID of the intersection.
hit: dict = collider.GetNearestIntersection()
pos: c4d.Vector = mxutils.CheckType(hit.get("hitpos", None), c4d.Vector)
pid: int = mxutils.CheckType(hit.get("face_id", None), int)
# One mistake would be now to use the barycentric coordinates that are in the intersection
# data, as Cinema uses an optimized algorithm to interpolate in a quad and not the standard
# cartesian-barycentric conversion. In Python these polygon weights are only exposed in a
# bit weird place, the hair library. In C++ these barycentric coordinates make sense because
# there exist methods to convert them to weights. In Python the barycentric coordinates are
# pretty much useless as we do not have such a conversion function here.
# Compute the weights s, t for the intersection point in the polygon.
s, t = c4d.modules.hair.HairLibrary().GetPolyPointST(
pos, points[polys[pid].a], points[polys[pid].b],
points[polys[pid].c], points[polys[pid].d], True)
# Get the uv polygon and bilinearly interpolate the coordinates using the weights. It would
# be better to use the more low-level variable tag data access functions in VariableTag
# than UvwTag.GetSlow() in a real-world scenario.
uvw: list[c4d.Vector] = list(uvwTag.GetSlow(pid).values())
t0: c4d.Vector = c4d.utils.MixVec(uvw[0], uvw[1], s)
t1: c4d.Vector = c4d.utils.MixVec(uvw[3], uvw[2], s)
uv: c4d.Vector = c4d.utils.MixVec(t0, t1, t)
# Append the UV coordinates to the output list.
uvPoints.append(uv)
# Write the UV coordinates to a texture and apply it to the polygon object.
path: str = os.path.join(os.path.dirname(__file__), f"image-{uuid.uuid4()}.png")
CreateTexture(uvPoints, path, resolution=1024)
ApplyTexture(polygonObject, path)
c4d.EventAdd()
if __name__ == '__main__':
main()
Hi,
that your script is not working has not anything to do with pseudo decimals
, but the fact that you are treating numbers as strings (which is generally a bad idea) in a not very careful manner. When you truncate the string representation of a number which is represented in scientific notation (with an exponent), then you also truncate that exponent and therefor change the value of the number.
To truncate a float
you can either take the floor
of my_float * 10 ** digits
and then divide by 10 ** digits
again or use the keyword round
.
data = [0.03659665587738824,
0.00018878623163019122,
1.1076812650509394e-03,
1.3882258325566638e-06]
for n in data:
rounded = round(n, 4)
floored = int(n * 10000) / 10000
print(n, rounded, floored)
0.03659665587738824 0.0366 0.0365
0.00018878623163019122 0.0002 0.0001
0.0011076812650509394 0.0011 0.0011
1.3882258325566637e-06 0.0 0.0
[Finished in 0.1s]
Cheers
zipit
Dear community,
We will have to touch multiple parts of developers.maxon.net
on the 18.01.2024 and 19.01.2024 22.01.2024. This will result in outages of our documentation and the forum these days. I will try to keep the outage times to a minimum and it will certainly not span the whole two days. But especially one task I will do on Friday might take hours to complete and I can only do that on a forum which is in maintenance mode.
Please make sure to download a recent offline documentation in case you plan to do extended development work the next two days. As a result, forum support might also be delayed on these days.
Cheers,
Ferdinand
Hi,
as @Cairyn said the problem is unreachable code. I also just saw now that you did assign the same ID to all your buttons in your CreateLayout()
. Ressource and dialog element IDs should be unique. I would generally recommend to define your dialogs using a resource, but here is an example on how to do it in code.
BUTTON_BASE_ID = 1000
BUTTON_NAMES = ["Button1", "Button2", "Button3", "Button4", "Button5"]
BUTTON_DATA = {BUTTON_BASE_ID + i: name for i, name in enumerate(BUTTON_NAMES)}
class MyDialog(gui.GeDialog):
def CreateLayout(self):
"""
"""
self.GroupBegin(id=1013, flags=c4d.BFH_SCALEFIT, cols=5, rows=4)
for element_id, element_name in BUTTON_DATA.items():
self.AddButton(element_id, c4d.BFV_MASK, initw=100,
name=element_name)
self.GroupEnd()
return True
def Command(self, id, msg):
"""
"""
if id == BUTTON_BASE_ID:
print "First button has been clicked"
elif id == BUTTON_BASE_ID + 1:
print "Second button has been clicked"
# ...
if id in BUTTON_DATA.keys(): # or just if id in BUTTON_DATA
self.Close()
return True
Dear development community,
On September the 10th, 2024, Maxon Computer released Cinema 4D 2025.0.0. For an overview of the new features of Cinema 4D 2025.0, please refer to the release announcement. Alongside this release, a new Cinema 4D SDK and SDK documentation have been released, reflecting the API changes for 2025.0.0. The major changes are:
cinema
namespace has been introduced which contains all the entities which were formerly in the anonymous global namespace known as the Classic API. Plugin authors must adopt their code to this new API, although the changes are not nearly as extensive as for 2024. See the 2025 migration guide for details. Code examples and documentation have been updated to now refer to a Cinema API.c4d
package remains the home for all formerly Classic and now Cinema API entities.Head to our download section for the newest SDK downloads, or the C++ and Python API change notes for an in detail overview of the changes.
We discovered late in the cycle bugs in the Asset API code examples and OCIO code in the Python SDK. Which is why the publication of the Python SDK and GitHub code examples has been postponed until these bugs are fixed. They should be ready latest by Friday the 13th of September. But the Python online documentation is accessible and error free (to our knowledge).
We had to make some last minute changes to the C++ SDK regarding OCIO code examples. Only the extended C++ SDK contains these changes. The application provided
sdk.zip
will catch up with the next release of Cinema 4D.
Happy rendering and coding,
the Maxon SDK Team
Cloudflare unfortunately still does interfere with our server cache. And you might have to refresh your cache manually.
When you are not automatically redirected to the new versions, and also do not see 2024.5 in the version selector, please press
CTRL + F5
or pressCTRL
and click on the reload icon of your browser anywhere ondevelopers.maxon.net/docs/
to refresh your cache. You only have to do this once and it will apply to all documentations at once. Otherwise your cache will automatically update latest by 19/07/2024 00:00.
Hi,
sorry for all the confusion. You have to pass actual instances of objects. The following code does what you want (and this time I actually tried it myself ;)).
import c4d
def main():
"""
"""
bc = doc.GetAllTextures(ar=doc.GetMaterials())
for cid, value in bc:
print cid, value
if __name__=='__main__':
main()
Cheers,
zipit
Hi,
you use GetActiveDocument()
in a NodeData
environment. You cannot do this, since nodes are also executed when their document is not the active document (while rendering for example - documents get cloned for rendering).
Cheers
zipit
Hi,
you have to invoke AddUserArea
and then attach an instance of your implemented type to it. Something like this:
my_user_area = MyUserAreaType()
self.AddUserArea(1000,*other_arguments)
self.AttachUserArea(my_user_area, 1000)
I have attached an example which does some things you are trying to do (rows of things, highlighting stuff, etc.). The gadget is meant to display a list of boolean values and the code is over five years old. I had a rather funny idea of what good Python should look like then and my attempts of documentation were also rather questionable. I just wrapped the gadget into a quick example dialog you could run as a script. I did not maintain the code, so there might be newer and better ways to do things now.
Also a warning: GUI stuff is usually a lot of work and very little reward IMHO.
Cheers
zipit
import c4d
import math
import random
from c4d import gui
# Pattern Gadget
IDC_SELECTLOOP_CELLSIZE = [32, 32]
IDC_SELECTLOOP_GADGET_MINW = 400
IDC_SELECTLOOP_GADGET_MINH = 32
class ExampleDialog(gui.GeDialog):
"""
"""
def CreateLayout(self):
"""
"""
self.Pattern = c4d.BaseContainer()
for i in range(10):
self.Pattern[i] = random.choice([True, False])
self.PatternSize = len(self.Pattern)
self.gadget = Patterngadget(host=self)
self.AddUserArea(1000, c4d.BFH_FIT, 400, 32)
self.AttachUserArea(self.gadget, 1000)
return True
class Patterngadget(gui.GeUserArea):
"""
A gui gadget to modify and display boolean patterns.
"""
def __init__(self, host):
"""
:param host: The hosting BaseToolData instance
"""
self.Host = host
self.BorderWidth = None
self.CellPerColumn = None
self.CellWidht = IDC_SELECTLOOP_CELLSIZE[0]
self.CellHeight = IDC_SELECTLOOP_CELLSIZE[1]
self.Columns = None
self.Height = None
self.Width = None
self.MinHeight = IDC_SELECTLOOP_GADGET_MINH
self.MinWidht = IDC_SELECTLOOP_GADGET_MINW
self.MouseX = None
self.MouseY = None
"""------------------------------------------------------------------------
Overridden methods
--------------------------------------------------------------------"""
def Init(self):
"""
Init the gadget.
:return : Bool
"""
self._get_colors()
return True
def GetMinSize(self):
"""
Resize the gadget
:return : int, int
"""
return int(self.MinWidht), int(self.MinHeight)
def Sized(self, w, h):
"""
Get the gadgets height and width
"""
self.Height, self.Width = int(h), int(w)
self._fit_gadget()
def Message(self, msg, result):
"""
Fetch and store mouse over events
:return : bool
"""
if msg.GetId() == c4d.BFM_GETCURSORINFO:
base = self.Local2Screen()
if base:
self.MouseX = msg.GetLong(c4d.BFM_DRAG_SCREENX) - base['x']
self.MouseY = msg.GetLong(c4d.BFM_DRAG_SCREENY) - base['y']
self.Redraw()
self.SetTimer(1000)
return gui.GeUserArea.Message(self, msg, result)
def InputEvent(self, msg):
"""
Fetch and store mouse clicks
:return : bool
"""
if not isinstance(msg, c4d.BaseContainer):
return True
if msg.GetLong(c4d.BFM_INPUT_DEVICE) == c4d.BFM_INPUT_MOUSE:
if msg.GetLong(c4d.BFM_INPUT_CHANNEL) == c4d.BFM_INPUT_MOUSELEFT:
base = self.Local2Global()
if base:
x = msg.GetLong(c4d.BFM_INPUT_X) - base['x']
y = msg.GetLong(c4d.BFM_INPUT_Y) - base['y']
pid = self._get_id(x, y)
if pid <= self.Host.PatternSize:
self.Host.Pattern[pid] = not self.Host.Pattern[pid]
self.Redraw()
return True
def Timer(self, msg):
"""
Timer loop to catch OnMouseExit
"""
base = self.Local2Global()
bc = c4d.BaseContainer()
res = gui.GetInputState(c4d.BFM_INPUT_MOUSE,
c4d.BFM_INPUT_MOUSELEFT, bc)
mx = bc.GetLong(c4d.BFM_INPUT_X) - base['x']
my = bc.GetLong(c4d.BFM_INPUT_Y) - base['y']
if res:
if not (mx >= 0 and mx <= self.Width and
my >= 0 and my <= self.Height):
self.SetTimer(0)
self.Redraw()
def DrawMsg(self, x1, y1, x2, y2, msg):
"""
Draws the gadget
"""
# double buffering
self.OffScreenOn(x1, y1, x2, y2)
# background & border
self.DrawSetPen(self.ColBackground)
self.DrawRectangle(x1, y1, x2, y2)
if self.BorderWidth:
self.DrawBorder(c4d.BORDER_THIN_IN, x1, y1,
self.BorderWidth + 2, y2 - 1)
# draw pattern
for pid, state in self.Host.Pattern:
x, y = self._get_rect(pid)
self._draw_cell(x, y, state, self._is_focus(x, y))
"""------------------------------------------------------------------------
Public methods
--------------------------------------------------------------------"""
def Update(self, cid=None):
"""
Update the gadget.
:param cid: A pattern id to toggle.
"""
if cid and cid < self.Host.PatternSize:
self.Host.Pattern[cid] = not self.Host.Pattern[cid]
self._fit_gadget()
self.Redraw()
"""------------------------------------------------------------------------
Private methods
--------------------------------------------------------------------"""
def _get_colors(self, force=False):
"""
Set the drawing colors.
:return : Bool
"""
self.ColScale = 1.0 / 255.0
if self.IsEnabled() or force:
self.ColBackground = self._get_color_vector(c4d.COLOR_BG)
self.ColCellActive = c4d.GetViewColor(
c4d.VIEWCOLOR_ACTIVEPOINT) * 0.9
self.ColCellFocus = self._get_color_vector(c4d.COLOR_BGFOCUS)
self.ColCellInactive = self._get_color_vector(c4d.COLOR_BGEDIT)
self.ColEdgeDark = self._get_color_vector(c4d.COLOR_EDGEDK)
self.ColEdgeLight = self._get_color_vector(c4d.COLOR_EDGELT)
else:
self.ColBackground = self._get_color_vector(c4d.COLOR_BG)
self.ColCellActive = self._get_color_vector(c4d.COLOR_BG)
self.ColCellFocus = self._get_color_vector(c4d.COLOR_BG)
self.ColCellInactive = self._get_color_vector(c4d.COLOR_BG)
self.ColEdgeDark = self._get_color_vector(c4d.COLOR_EDGEDK)
self.ColEdgeLight = self._get_color_vector(c4d.COLOR_EDGELT)
return True
def _get_cell_pen(self, state, _is_focus):
"""
Get the color for cell depending on its state.
:param state : The state
:param _is_focus : If the cell is hoovered.
:return : c4d.Vector()
"""
if state:
pen = self.ColCellActive
else:
pen = self.ColCellInactive
if self.IsEnabled() and _is_focus:
return (pen + c4d.Vector(2)) * 1/3
else:
return pen
def _draw_cell(self, x, y, state, _is_focus):
"""
Draws a gadget cell.
:param x: local x
:param y: local y
:param state: On/Off
:param _is_focus: MouseOver state
"""
# left and top bright border
self.DrawSetPen(self.ColEdgeLight)
self.DrawLine(x, y, x + self.CellWidht, y)
self.DrawLine(x, y, x, y + self.CellHeight)
# bottom and right dark border
self.DrawSetPen(self.ColEdgeDark)
self.DrawLine(x, y + self.CellHeight - 1, x +
self.CellWidht - 1, y + self.CellHeight - 1)
self.DrawLine(x + self.CellWidht - 1, y, x +
self.CellWidht - 1, y + self.CellHeight - 1)
# cell content
self.DrawSetPen(self._get_cell_pen(state, _is_focus))
self.DrawRectangle(x + 1, y + 1, x + self.CellWidht -
2, y + self.CellHeight - 2)
def _get_rect(self, pid, offset=1):
"""
Get the drawing rect for an array id.
:param pid : the pattern id
:param offset : the pixel border offset
:return : int, int
"""
pid = int(pid)
col = pid / self.CellPerColumn
head = pid % self.CellPerColumn
return self.CellWidht * head + offset, self.CellHeight * col + offset
def _get_id(self, x, y):
"""
Get the array id for a coord within the gadget.
:param x : local x
:param y : local y
:return : int
"""
col = (y - 1) / self.CellHeight
head = (x - 1) / self.CellWidht
return col * self.CellPerColumn + head
def _is_focus(self, x, y):
"""
Test if the cell coords are under the cursor.
:param x : local x
:param y : local y
:return : bool
"""
if (self.MouseX >= x and self.MouseX <= x + self.CellWidht and
self.MouseY >= y and self.MouseY <= y + self.CellHeight):
self.MouseX = c4d.NOTOK
self.MouseY = c4d.NOTOK
return True
else:
return False
def _fit_gadget(self):
"""
Fit the gadget size to the the array
"""
oldHeight = self.MinHeight
self.CellPerColumn = int((self.Width - 2) / self.CellWidht)
self.Columns = math.ceil(
self.Host.PatternSize / self.CellPerColumn) + 1
self.MinHeight = int(IDC_SELECTLOOP_GADGET_MINH * self.Columns) + 3
self.MinWidht = int(IDC_SELECTLOOP_GADGET_MINW)
self.BorderWidth = self.CellWidht * self.CellPerColumn
if oldHeight != self.MinHeight:
self.LayoutChanged()
def _get_color_vector(self, cid):
"""
Get a color vector from a color ID.
:param cid : The color ID
:return : c4d.Vector()
"""
dic = self.GetColorRGB(cid)
if dic:
return c4d.Vector(float(dic['r']) * self.ColScale,
float(dic['g']) * self.ColScale,
float(dic['b']) * self.ColScale)
else:
return c4d.Vector()
if __name__ == "__main__":
dlg = ExampleDialog()
dlg.Open(c4d.DLG_TYPE_ASYNC, defaultw=400, defaulth=400)
Hey,
there is no NOT
in the query syntax, if that is what you are asking for, although that could be a cool idea. What you would have to do, is apply two partial descriptions in one ApplyDescription
call, one that first selects all nodes with an enabled preview and disables it, and then one which selects the end node and disables its preview. Or just carry out two successive ApplyDescription calls.
Cheers,
Ferdinand
PS: You can of course do whatever you want with your module attributes, and things like __author__
, __license__
, __email__
, etc are not formally standardized, but the quasi standard module attribute is called __author__
, there is no __authors__
. When you have multiple authors, you usually put them semicolon separated into the __author__
field. When you use __authors__
, tools which support that quasi standard won't find your attribute and the whole purpose of these module attributes is being machine readable, as you could otherwise also just write things into the doc string of the module.
See:
The original Python Enhancement Proposal by Guido van Rossum (the now famous pep8) which introduced the concept of module dunder attributes and one of the many guides of how people interpret this, what this has evolved into.
Hey @d_keith,
Thank you for your question. Please remember our forum rules, which prohibit diary style postings. I understand that you did this under the banner of being documentative, but too much noise in a posting can confuse future readers.
From Support Procedures: How to Ask Questions:
Singular Posting: Users often discover additional information or even a solution before we can answer. Please consolidate your questions into a singular posting by editing your last posting. It is otherwise not only for us but also for future readers hard to follow the topic. Once we replied to a topic you are of course then free to reply in a new posting. But when you have follow-up questions, all information should again be consolidated in the most recent posting until we answer.
The preview of a material graph node is just an attribute with the ID net.maxon.node.base.preview
. You would have to iterate over all nodes in a graph and set it to False
(just as in @Dunhou's maxon
example, but you could condense there some code using maxon.GraphDescription.GetMaterialGraphs
). You can use @Dunhou's Nodes API wrapper which provides some nice abstractions for users who do not want to go too deep into the Nodes API, but at the same time stay within the domain of it.
An alternative would be Graph Descriptions, specifically their graph query feature which is more aimed at the technical complexity artists are usually more comfortable with. I have provided an example below.
Cheers,
Ferdinand
PS: I just realized that there is a typo in one of the graph query code examples in the manual, it should be of course QUERY_FLAGS.MATCH_MAYBE
and not QUERY_FLAGS.MATCH_MATCH_MAYBE
, will fix that
The state of a document with three very simple Redshift materials after the graph description has been bulk applied, all nodes have a collapsed preview:
"""Provides a simple example for a graph description query to modify all nodes in all Redshift
material graphs in a document which have a set of specific properties, here at the example of
the "Show Preview" property.
"""
import c4d
import maxon
doc: c4d.documents.BaseDocument # The currently active document.
def main() -> None:
"""
"""
# For each material in the document which has a Redshift material node space, get its graph and ...
for graph in maxon.GraphDescription.GetMaterialGraphs(doc, maxon.NodeSpaceIdentifiers.RedshiftMaterial):
# ... apply a graph description to the graph, that ...
maxon.GraphDescription.ApplyDescription(
graph, {
# ... defines a query for the passed graph that can match many to none nodes ...
"$query": {
"$qmode": (maxon.GraphDescription.QUERY_FLAGS.MATCH_ALL |
maxon.GraphDescription.QUERY_FLAGS.MATCH_MAYBE),
# ... where each matched node has the following properties (we could add here
# more properties) ...
"Basic/Show Preview": True # Node has its preview enabled.
},
# ... so that we can then write into each node new properties, here we simply disable
# the preview for all matched nodes.
"Basic/Show Preview": False
}
)
# Push an update event (not really necessary in this case, but good practice at the end of scripts)
c4d.EventAdd()
if __name__=='__main__':
main()
Hey @seora,
Thank you for reaching out to us. Selection filter modes are just commands. Since there is no GUI involved with most of them, you can just 'record' your actions with the script log and then 'play' that back. Just to be clear, you can also invoke commands that entail GUI, e.g., the "Selector .." command, but you cannot automate that GUI (as GUIs are generally not exposed in the API).
"""A simple script that disables all selection filters, and then just enables the polygons filter.
"""
from typing import Optional
import c4d
doc: c4d.documents.BaseDocument # The active document
op: Optional[c4d.BaseObject] # The active object, None if unselected
def main() -> None:
"""Called by Cinema 4D when the script is executed.
"""
c4d.CallCommand(69000, 902) # Set selection filter to None.
c4d.CallCommand(69000, 904) # Enable Polygon filter.
if __name__ == '__main__':
main()
c4d.EventAdd()
Cheers,
Ferdinand
Hey,
Yes, parallel/orthographic projection is effectively just the dot product. The modelling examples cover point plane projections with a function very similar to yours. There is also c4d.utils.PointLineSegmentDistance but I never use it, as it strikes me as more cumbersome to use than just doing the math yourself.
Cheers,
Ferdinand
Hey,
it seems I was a bit too tightlipped here. So in more verbose: You cannot customize the chosen unit of a parameter. This is impossible as this is a globally set value (which is also just smoke and mirrors as explained in the link above). There is a UnitScale custom GUI but it does not what you want, it is the field used in the document settings and is not really meant to store a value and unit but just a unit.
When you really-really-really want this, you can implement you own custom GUI, either targeting your own custom data types or existing data types. There you could then do whatever you want. But that might not mesh so well with the rest of Cinema 4D, given that Cinema 4D does not operate like that.
Cheers,
Ferdinand
Hey @ECHekman,
Thank you for reaching out to us. Cinema 4D is unitless, you cannot set a value to CM or M. The description flag is meant abstractly, a better name might have been DESC_UNIT_DISTANCE
, as that is all it will do, enforce that values are decorated with a unit symbol for the chosen unit of distance.
I not too long ago explained here how units work in Cinema 4D.
Cheers,
Ferdinand
Hey @chuanzhen,
Thank you for reaching out to us. I do not really understand what your code is meant to do. The line length = size/bd.WP_W(pos,True)
makes for example no sense to me, as you are here trying to get the size of a world space unit in screen space units, be that the divisor of a constant you defined. And as the input you use the position of your object, to then later use that value as the size of your axis gizmos.
Perspective projections, i.e., functions such as BaseView.WS
, are non-linear transforms. Other than the linear transforms carried out by Cinema 4D's Matrix
class, they do not preserve length relations. In less fancy words: When you project the three axis of a coordinate system from world space (where each has the length of 1) into screen space, you will end up with three vectors with three different lengths. I.e., the operation is non-linear, as it does not preserve the length relations between things one feeds into it; before x, y, z were all of the same length, now they are not anymore. Your code ignores this fact when you mix up world and screen space values in a line as such x = bd.WS(mg * c4d.Vector(length,0,0))
(length
is used as a world space component but has been constructed with screen space values).
I think what you want to do here, is draw a 'thing', e.g., an axis gizmo in a size that is independent of the position of the object in world space. You can do two things here:
The underlying answer is therefore that what you are trying to do, is conceptually impossible, or at least very much non-trivial.
Cheers,
Ferdinand
One could do here more to anchor the axis gizmo better to the top left corner of the viewport, I just pick (100, 100, 0)
in screen space as the anchor, ignoring all current view frame and safe frame data.
"""Realizes a Python tag that draws an axis gizmo for its hosting object in the top left corner
of the viewport at a fixed size in screen space.
"""
import c4d
import mxutils
def main() -> None: pass
def draw(bd: c4d.BaseDraw) -> bool:
"""Draws 3D data defined in world space at a fixed size in screen space.
"""
# Get the global matrix of the object hosting the tag in world space.
mg: c4d.Matrix = mxutils.CheckType(op.GetMain()).GetMg()
# Define the world space offset as a screen space point at a given z-depth and define the axis
# gizmos in world space.
size: float = 100.0
offset: c4d.Vector = bd.SW(c4d.Vector(0, 0, 1000))
xAxis: c4d.Vector = offset + mg.v1 * size
yAxis: c4d.Vector = offset + mg.v2 * size
zAxis: c4d.Vector = offset + mg.v3 * size
# Convert all vectors to screen space and then nudge them into the top left corner.
delta: c4d.Vector = c4d.Vector(100, 100, 0)
offset = delta - bd.WS(offset)
xAxis = bd.WS(xAxis) + delta
yAxis = bd.WS(yAxis) + delta
zAxis = bd.WS(zAxis) + delta
# Set the drawing space to screen space and draw the axis gizmos in their respective colors.
bd.SetMatrix_Screen()
bd.SetPen(c4d.GetViewColor(c4d.VIEWCOLOR_XAXIS))
bd.DrawLine2D(offset, xAxis)
bd.SetPen(c4d.GetViewColor(c4d.VIEWCOLOR_YAXIS))
bd.DrawLine2D(offset, yAxis)
bd.SetPen(c4d.GetViewColor(c4d.VIEWCOLOR_ZAXIS))
bd.DrawLine2D(offset, zAxis)
return True
Hi,
I am not quite sure how you mean this, what do you consider to be a 'version agnostic way to call the node space'? Do you mean if there are node space ID symbols exposed in earlier versions than 2025? Unfortunately not. But maxon.NodeSpaceIdentifiers
is actually one of the very few things we define in Python (in resource\modules\python\libs\python311\maxon\frameworks\nodes.py
), so you could just monkey patch earlier versions.
import maxon
# Copied from `nodes.py`, I just made the namespaces explicit.
class NodeSpaceIdentifiers:
"""
Holds the identifiers for all node spaces shipped with Cinema 4D.
.. note::
When you want to reference the node space added by a plugin, you must ask the plugin vendor for the node space
id literal of that plugin, e.g., `com.fancyplugins.nodespace.foo`. When asked for a node space ID in the API,
you must then pass `Id("com.fancyplugins.nodespace.foo")`.
"""
#: References the node space used by node materials for the Standard renderer.
StandardMaterial: maxon.Id = maxon.Id("net.maxon.nodespace.standard")
#: References the node space used by node materials for the Redshift renderer.
RedshiftMaterial: maxon.Id = maxon.Id("com.redshift3d.redshift4c4d.class.nodespace")
#: References the node space used by Scene Nodes graphs.
SceneNodes: maxon.Id = maxon.Id("net.maxon.neutron.nodespace")
# Attache the class to `maxon` under `NodeSpaceIdentifiers` when it is not there. You could also
# add a version check to be extra sure.
if not hasattr(maxon, "NodeSpaceIdentifiers"):
maxon.NodeSpaceIdentifiers = NodeSpaceIdentifiers
print (maxon.NodeSpaceIdentifiers.SceneNodes)
edit: NodeSpaceIdentifiers
has actually been introduced with 2024.3
Hey @ECHekman,
thank you for reaching out to us. This GUI does not support any of these flags (DESC_DEFAULT
, i.e., DEFAULT
is also not for gadgets but groups).
This means that you cannot toggle the collapsed state of a link box (be it a normal one or a texture one) by setting a description flag either in a resource file or programmatically. Which makes sense, because other than for example a color field or a group, a link box is not guaranteed to have content which could be unfolded.
Cheers,
Ferdinand
Hey @qq475519905,
sorry for the delay. As I said in the beginning, you can implement your own serializer using GoZ. But there is no dedicated exporter API in ZScript. I assume you are using some RoutineCall
to achieve what you are doing. You cannot escape any GUI associated with such call.
Cheers,
Ferdinand