I forwarded this to the build team (who own this part of the build system). Let's see what they say, I will update this topic once I have an answer.
Posts
-
RE: Cinema 4D 2027 SDK fails to build on macOS if the path contains spaces
-
RE: Cinema 4D 2027 SDK fails to build on macOS if the path contains spaces
Hey @peter_horvath,
Thank you for reporting this. I have never encountered this because I am habitually never use any white space in folders when it comes to coding but I understand this can be annoying. As far as I understand your posting correctly, you are placing the Cinema C++ SDK in the designated library folder of MacOS, more concretely its 'Application Support' sub folder, and the white space in that folder name is then causing issues with the prebuild event scripts?
I would have to check if we can fix this, as this is a part of the build system (the frameworks) that is not owned by SDK. And just for clarity, you propose to change the relevant files to something like this:
# Section: macOS set(exclude_from_build.MACOS /win) set(prebuild_event.MACOS.DEBUG "mkdir -p ~/Library/Application\\ Support/MAXON ; cp -f \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/maxon.py\" ~/Library/Application\\ Support/MAXON/maxon.py ; perl -w \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/copytypeviewer.pl\" maxon.py ~/Library/Application\\ Support/MAXON/maxon.py") set(prebuild_event.MACOS.RELEASE "mkdir -p ~/Library/Application\\ Support/MAXON ; cp -f \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/maxon.py\" ~/Library/Application\\ Support/MAXON/maxon.py ; perl -w \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/copytypeviewer.pl\" maxon.py ~/Library/Application\\ Support/MAXON/maxon.py") # Section: iOS set(exclude_from_build.IOS /win) set(prebuild_event.IOS.DEBUG "mkdir -p ~/Library/Application\\ Support/MAXON ; cp -f \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/maxon.py\" ~/Library/Application\\ Support/MAXON/maxon.py ; perl -w \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/copytypeviewer.pl\" maxon.py ~/Library/Application\\ Support/MAXON/maxon.py") set(prebuild_event.IOS.RELEASE "mkdir -p ~/Library/Application\\ Support/MAXON ; cp -f \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/maxon.py\" ~/Library/Application\\ Support/MAXON/maxon.py ; perl -w \"${CMAKE_CURRENT_SOURCE_DIR}/typeviewer/xcode/copytypeviewer.pl\" maxon.py ~/Library/Application\\ Support/MAXON/maxon.py")I.e., you want
CMAKE_CURRENT_SOURCE_DIRcompound paths to be quote escaped. If we will fix this, this will happen in an upcoming release and not a hotfix. For now you must either place the SDK in a path without whitespaces (or fix the CMake files yourself).Cheers,
Ferdinand -
RE: Multi-Icon for Objects on OM and Icon placement on menus
Hey @Dimitris_Derm.,
- The example py_msc_licensing shows you how to change the icon of a node at runtime. The example uses this to change the icon of unlicensed nodes and the trick is to listen for the message MSG_GETCUSTOMICON.
- The example py_obj_assetcontainer shows you how to place icons in cycles (Cinema slang for drop downs). The trick is to set the label of the cycle item to
"{Label}&i{IconID}&", e.g.,"Cube&i5159&"would display the cube icon next to the word "Cube", because 5159 is the cube object icon id. You can do this both in resource files and dynamically as the example does it.
Cheers,
Ferdinand -
Maxon Cinema 4D 2027.0 SDK Release
Dear development community,
On October the 14th, 2026, Maxon Computer released Cinema 4D 2027.0. For an overview of the new features please refer to the end user release notes.
Alongside this release, existing APIs have been updated. For a detailed overview, please see the Cinema 4D C++ SDK and the Cinema 4D Python SDK change notes.
Cinema 4D
C++ API
- Updated the CMake build system, now using a pure CMake config workflow, deprecating the old
projectdefinition.txtfiles. - Add three new examples revolving around changes in this SDK.
Python API
- Added agentic metadata to the SDK, improving performance and output of agentic workflows. Head to Working with the SDK for more information.
- Reworked the documentation UI, porting over many features from the ZBrush SDK.
- Reworked many code examples.
- Reworked many manuals.
- The Cinema API now offers vector image loading, better Javascript support for HTML controls, and node plugins can now implement custom branches.
- In the Maxon API, there have been made improvements to graph descriptions, especially for querying graphs.
- In the Mxutils API, scene traversal tools have been significantly improved, and new debug helper tools have been added.
Head to our download section to grab the newest SDK downloads.
Happy rendering and coding,
the Maxon SDK Team
Cloudflare unfortunately still does interfere with our server cache. You might have to refresh your cache manually to see new data when you read this posting within 24 hours of its release. - Updated the CMake build system, now using a pure CMake config workflow, deprecating the old
-
RE: Is there a Python equivalent of SceneHookData::Draw()?
Unless I misunderstand the scope of the tool, you could implement this as a tool because a tool can draw. But with the caveat that the user has to enable it. But doing something like this as a scene hook is not great, even in C++. The reason is UX. Either you implement it as a pure scene hook with no feedback, then the user is stuck with always having this bounding box shown on the selected object. Or you add some kind of toggle that enables or disables it, but then you are already pretty close to reimplementing a tool.
Question is: Do you really need this bounding box overlay to be able to coexist next to another activated tool. If so, you need a scene hook. Otherwise you should go with a tool.
Cheers,
Ferdinand -
RE: Is there a Python equivalent of SceneHookData::Draw()?
Hey Anlv,
thank you for reaching out to us.
There is no
SceneHookDataequivalent in Python yet. In this cycle we just tested internally a prototype but we haven't made a choice there yet. The main concern is performance, especially ofDraw. It is currently unclear if we will ever go forward with the idea of a PythonSceneHookData.The workaround we suggested in the past was to add a hidden object to a scene via a
MessageDatahandler or any other node that has the methods you need. But that is not really better performance wise. In general is the idea to have a Python plugin which draws in each an every scene a bit of a mixed bag. I personally think it is not that much of a deal, because when the plugin slows down Cinema because the author wrote terribleDrawcode, the user can just uninstall it. Some of my colleagues are more of the stance that we should not allow such setups at all, as the average user might be unable to pinpoint the plugin as the source of slowdowns.Cheers,
Ferdinand -
RE: C4D 2026.4 — Supported API to release an imported Particle Group Alembic file handle?
Hello @hey2495,
Welcome to the Maxon developers forum and its community, it is great to have you with us!
Getting Started
Before creating your next postings, we would recommend making yourself accustomed with our forum and support procedures. You did not do anything wrong, we point all new users to these rules.
- Forum Overview: Provides a broad overview of the fundamental structure and rules of this forum, such as the purpose of the different sub-forums or the fact that we will ban users who engage in hate speech or harassment.
- Support Procedures: Provides a more in detail overview of how we provide technical support for APIs here. This topic will tell you how to ask good questions and limits of our technical support.
- Forum Features: Provides an overview of the technical features of this forum, such as Markdown markup or file uploads.
It is strongly recommended to read the first two topics carefully, especially the section Support Procedures: How to Ask Questions.
About your First Question
I would try closing the file into which you imported the Alembic file. I just checked it, when I import any Alembic file, Cinema holds a lock onto it while the file into which you imported is still open. That seems to be an Alembic specific behaviour, not to say a bug. But it should be avoidable by simply cloning or merging the imported document, so that you can close the import document.
I will give the exchange team a heads up on this.
Cheers,
Ferdinand -
RE: How to find the closest primitive in a mesh
First of all, you should open new topics for new questions, as one otherwise tends to derail old topics, which makes it hard to for others to follow things later. I forked your topic.
And I also do not quite understand what your question is.
GetClosestMeshPrimitivereturns you the primitive type viaprimInfo.When you only want to get the closest point on a mesh, I would build a KD-Tree for its vertices. You then get the closest vertex and its index for your point
p. Then you orthogonally projectponto the polygons attached to that vertex (viacinema:: Neighbor). Then you chose the closest point. We have this Python example for KDTree and I also used Neighbor there. Building a KD-tree or just brute forcing it depends a bit on how often you want to do it. For just a handful of points, brute forcing it is usually faster.I am sure you can also do this with
DistanceQueryInterfaceand the uvw coordinate returned in the PrimitiveInformation, but all that extra work where you have to deal with all the primitive types seems like more work than it is worth. And when you want to do this in a generator (by the looks of your screens), using a manual KDTree approach will make it easier to parallelize it effectively and make it go zoom zoom instead of computing all that extra data.Cheers,
Ferdinand -
RE: How to find the closest primitive in a mesh
Hey @dex,
distancequery.his part of themesh_misc.frameworkwhich you alreeady include. Sounds a bit like you have a corrupted build system on your hands or are not using the frameworks you think you are using. Where does the CMake fragment come from you show us? I assume you are using the oldprojectdefintion.txtsourced workflow (in which case you should us show that file). Or are you a beta member and have access to the 2027 SDK (which is natively pure CMake), in which case this would be invalid CMake markup, as some stuff has changed.Have you checked in the IDE of your choice that the
mesh_misc.frameworkshows up as a dependency of the project in which you want to#include "maxon/distancequery.h"? And just for the recoord, this is not a std lib, so you cannot use#include <>but must use#include "". And since this is part of the Maxon API, you also need to specify themaxonfolder.Cheers,
Ferdinand -
RE: File import and doc merge -> InsertAfter or c4d.PREF_INTERFACE_I_BOTTOM
Hey @mogh,
let me clarify things first a bit.
Reproduce:
- You have a scene A in an alien scene format such as FBX or OBJ.
- You have an existing native Cinema 4D scene B.
- You are trying to merge A into B.
Result:
The objects of A appear before the objects of B in the scene hierarchy of the merged scene. Even when you change the insertion order in Preferences > Interface.First of all, it is not very surprising that "insert at" does not work (and "paste at" does neither), because these are for individual objects within a scene, not for merging entire scenes. What you are effectively missing is a scene merge order option and this does not really have something to do with importers. This would be addressed best by a feature request in our Support Center.
With a pinch of Python, you can solve this yourself as demonstrated by @Anlv (thanks!). Using
BaseList2D.GetGUIDas @Anlv did is okay, but the more native solution would behash(obj), i.e.,C4DAtom.__hash__. Scene elements are for quite a while now natively hashable, so you can for example do this:roots: set[int] = { hash(obj) for obj in doc.GetObjects() } new_roots: set[int] = roots.intersection({ hash(obj) for obj in new_doc.GetObjects() })And it will give you the set of all root level hashes (GeMarker IDs). I think also the transform copying @Anlv does at the end of the script should not be necessary, because these are root level objects, and therefore removing and re-adding them will not affect their transforms (as they have no parents to which their transform would be relative to). But I have not run @Anlv's full script myself, so it could be that I am overlooking something.
Cheers,
Ferdinand -
RE: TreeView DropDown Menu
Hey,
yes it is. The trick is
c4d.LV_CHECKBOX_HIDE, the relevant bits happen inGetDropDownMenu.Cheers,
FerdinandI removed the command, you can directly run this in the script manager:
import c4d PLUGIN_ID = 12345678 PLUGIN_NAME = "ListView Dropdown Prototype" ID_TREE_VIEW = 1000 ID_FILE_NAME = 1001 ID_IMPORT_OPTION = 1002 ID_IMPORT_OPTION_DEFAULT = 1100 ID_IMPORT_OPTION_HIGH = 1101 ID_IMPORT_OPTION_MEDIUM = 1102 ID_IMPORT_OPTION_LOW = 1103 dummyfile_list = ["hud.stp", "material_reference.wrl", "front_axle.stp", "body.wrl", "wheel_variant.stp"] class DummyFile: def __init__(self, file_name, import_option="Default"): self.file_name = file_name self.import_option = import_option class DummyFileListView(c4d.gui.TreeViewFunctions): def __init__(self, dialog): self.dialog = dialog self.files = [DummyFile(file_name) for file_name in dummyfile_list] def GetFirst(self, root, userdata): return self.files[0] if self.files else None def GetNext(self, root, userdata, dummy_file): current_index = self.files.index(dummy_file) next_index = current_index + 1 return self.files[next_index] if next_index < len(self.files) else None def GetDown(self, root, userdata, dummy_file): return None def GetId(self, root, userdata, dummy_file): return id(dummy_file) def GetName(self, root, userdata, dummy_file): return dummy_file.file_name def IsSelected(self, root, userdata, dummy_file): return False def GetColumnWidth(self, root, userdata, dummy_file, column_id, area): if column_id == ID_FILE_NAME: return area.DrawGetTextWidth(dummy_file.file_name) + 24 if column_id == ID_IMPORT_OPTION: return 120 return 96 def GetDropDownMenu(self, root, userdata, dummy_file, column_id, menu_info): if column_id != ID_IMPORT_OPTION: menu_info["state"] = c4d.LV_CHECKBOX_HIDE return if not dummy_file.file_name.lower().endswith(".stp"): menu_info["state"] = c4d.LV_CHECKBOX_HIDE return options = { ID_IMPORT_OPTION_DEFAULT: "Default", ID_IMPORT_OPTION_HIGH: "High", ID_IMPORT_OPTION_MEDIUM: "Medium", ID_IMPORT_OPTION_LOW: "Low", } for option_id, label in options.items(): menu_info["menu"].SetString(option_id, label) menu_info["entry"] = next( option_id for option_id, label in options.items() if label == dummy_file.import_option ) menu_info["state"] = c4d.LV_CHECKBOX_ENABLED def SetDropDownMenu(self, root, userdata, dummy_file, column_id, entry): if column_id != ID_IMPORT_OPTION: return #this is logical but does not do the trick .... if not dummy_file.file_name.lower().endswith(".stp"): return options = { ID_IMPORT_OPTION_DEFAULT: "Default", ID_IMPORT_OPTION_HIGH: "High", ID_IMPORT_OPTION_MEDIUM: "Medium", ID_IMPORT_OPTION_LOW: "Low", } dummy_file.import_option = options.get(entry, dummy_file.import_option) self.dialog.tree_view.Refresh() class ListViewDropdownDialog(c4d.gui.GeDialog): def __init__(self): self.tree_view = None self.file_list_view = DummyFileListView(self) def CreateLayout(self): self.SetTitle(PLUGIN_NAME) tree_view_settings = c4d.BaseContainer() tree_view_settings.SetBool(c4d.TREEVIEW_BORDER, c4d.BORDER_THIN_IN) tree_view_settings.SetBool(c4d.TREEVIEW_HAS_HEADER, True) tree_view_settings.SetBool(c4d.TREEVIEW_HIDE_LINES, True) tree_view_settings.SetBool(c4d.TREEVIEW_RESIZE_HEADER, True) tree_view_settings.SetBool(c4d.TREEVIEW_FIXED_LAYOUT, True) tree_view_settings.SetBool(c4d.TREEVIEW_ALTERNATE_BG, True) if c4d.GetC4DVersion() >= 24000: tree_view_settings.SetInt32(c4d.TREEVIEW_VERTICAL_SPACE, 4) self.tree_view = self.AddCustomGui(ID_TREE_VIEW, c4d.CUSTOMGUI_TREEVIEW, "", c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT, 500, 220, tree_view_settings, ) if not self.tree_view: return False layout = c4d.BaseContainer() layout.SetLong(ID_FILE_NAME, c4d.LV_TREE) layout.SetLong(ID_IMPORT_OPTION, c4d.LV_DROPDOWN) self.tree_view.SetLayout(2, layout) self.tree_view.SetHeaderText(ID_FILE_NAME, "Dummy file") self.tree_view.SetHeaderText(ID_IMPORT_OPTION, "STP import option") self.tree_view.SetRoot(self.tree_view, self.file_list_view, None) return True def InitValues(self): self.tree_view.Refresh() return True if __name__ == "__main__": dialog = ListViewDropdownDialog() dialog.Open(c4d.DLG_TYPE_MODAL, 0, -1, -1, 500, 220) -
RE: c4d.RSCAMERAOBJECT_COLOR_CONTROLS_CURVE_RGB
Hey @lasselauch,
no, that is unfortunately not possible. Unlike for the other big custom data type of Redshift
RSFILE, the curve data typeRSPFXCURVEdoes not implementGet/SetParameterto access internals of the data type, as you can for the file type withREDSHIFT_FILE_PATH.It also stands a bit to question how such lower desc level access should work here? Maybe as a lower level which can read/write the curve as
SplineData? But I am not sure if this type would be faithfully convertable to SplineData`.I cannot fix this as Redshift is not part of the Cinema code base where the Python API lives. I gave one of the RS developers a bump so that they maybe can implement
Get/SetParameterfor that custom data type.Cheers,
Ferdinand -
RE: Change render Space (Color Profile) - how?
You likely have to call
UpdateOcioColorSpaces, just follow the example. There is btw no guarantee at all thatDOCUMENT_COLOR_MANAGEMENTentails a render space of ACEScg. That is just the default, the user could have changed that.I am also not sure what all that
RDATA_IMAGECOLORPROFILEcode is meant to do. It depends a bit on what your plugin does and whatself.IsForceLinearis meant to express. Only so much: An OCIO document does not necessarily entail a bitmap with a non-linear color profile, and OCIO also does not mean that the bitmap has to be 32bit. You are however missingUNDOTYPE_PRIVATE_DOCUMENTDATAundo management for setting the color management. -
RE: Change render Space (Color Profile) - how?
I do not quite understand your question. A node (e.g., an object) will always hold its color parameters in render space. The only exception is
NodeData.Initand it is explained in the example. -
RE: Change render Space (Color Profile) - how?
Yes, OCIO having become the standard color management entailed some changes. In case your plugin is some kind of
NodeData, you should also look at ocio_node_2025. -
RE: Change render Space (Color Profile) - how?
Hey @mogh,
you cannot do that, because we do not provide access to GUIs as always, only to the data structures that stand behind them. When you see this dropdown in a document, it means it is in OCIO mode. Which in turns means all colors are in render space; which is the main idea of OCIO that all computations happen in render space. All color read and write operations happen in render space, i.e., ACEScg by default. You can use a color converter to convert a color from for example sRGB to render space. But there is no color space setting for a color, that is just UI fluff. See GetSetColorValuesInSceneElements.
I would recommend to read:
Cheers,
Ferdinand -
RE: Change render Space (Color Profile) - how?
Hey @mogh,
the answer can be found in the OCIO examples, specifically here. In the example I do the exact opposite from what you want to do, I convert a scene from legacy/basic mode to OCIO. Its inverse would look somewhat like what I show below. I hope this helps.
Cheers,
Ferdinand"""Demonstrates how to convert a document from OCIO color management to basic color management. """ import c4d op: c4d.BaseObject | None # The primary selected object in the scene, can be None. doc: c4d.documents.BaseDocument # The currently active document. def main() -> None: """Runs the example. """ # The document is already in basic mode, so no conversion is needed. if doc[c4d.DOCUMENT_COLOR_MANAGEMENT] == c4d.DOCUMENT_COLOR_MANAGEMENT_BASIC: return c4d.gui.MessageDialog("The document is already in basic mode. No conversion is needed.") # Get the converter, and the active render space, which by default will be ACEScg. converter: c4d.modules.render.SceneColorConverter = c4d.modules.render.SceneColorConverter() renderSpace: str = doc.GetOcioRenderingColorSpaceNames()[0] # Initialize the converter with: # doc, from-low , from-high , to converter.Init(doc, renderSpace, renderSpace, "scene-linear Rec.709-sRGB") # Convert everything in the document (we pass the document itself as the second argument). The # undo management is only needed so that our DOCUMENT_COLOR_MANAGEMENT below is reversible. The # ConvertObject call creates undo steps on its own with the default flag we pass. doc.StartUndo() doc.AddUndo(c4d.UNDOTYPE_PRIVATE_DOCUMENTDATA, doc) if not converter.ConvertObject(doc, doc): print(f"Failed to color convert document '{doc}'.") # Finally, set the color management mode to basic/legacy. It is absolutely important that we do # things in this order, otherwise SceneColorConverter will not work correctly. doc[c4d.DOCUMENT_COLOR_MANAGEMENT] = c4d.DOCUMENT_COLOR_MANAGEMENT_BASIC doc.EndUndo() c4d.EventAdd() if __name__ == "__main__": main() -
RE: Using SetWeightMap() multiple times can lead to inexplicable changes in weight values
Hey @chuanzhen,
thanks for the update. I can reproduce the issue.
The cause is that some frontend systems can work in a higher precision than the weighting backend can. We use there for some reason
UInt16in the character animation backend to store weights, while the smooth tool for example operates inFloat64. Python operates always in 64bit withfloat. The error is caused byUInt16normalization (make the value fit into one of the 65535 value bins there are in 16 bit for the range [0, 1]).I did not trace down why this happens not at once but in multiple steps, but the bottom line is that sooner or later weights are forced into a 16 bit format. You as a user cannot do anything about it, but it also is not really an issue. This is not a loss of data, the character weights internally use 16bit. It is more that some of the newer tools built around them provide more precise data than the old character animation core can handle.
Cheers,
Ferdinand -
RE: MergeDocument() crash C4D
(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)
things can change in the backend of Cinema, without concrete code (the plugin) and example files, I cannot help you much. It could very well be that we added some corner case bug.
-
RE: MergeDocument() crash C4D
@chuanzhen said in MergeDocument() crash C4D:
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?
What I meant was this: Imagine you have an
ObjectDatapluginFoowhich has a class instance attribute called_data. Many ofFoo's methods rely on_data, as for exampleGetVirtualObjects,GetDDescription, etc. When you now copy an instance ofFoo, Cinema will copy its data container but not_datawhen you have not implementedCopyTo. On the copied instance ofFoo, the_dataattribute will either not exist at all or be in uninitialized state. Cinema can then for example crash or freeze when you raise anAttributeError(because you try to access a non-existing_data; or any other error) in aGetDDescriptioncall in some corner cases._databeing misaligned with the data container of a node could also lead to all sorts of bugs when your code assumes that they are somehow aligned.In short, Cinema can always read, write, and copy nodes, no matter what you do. But with
CopyToyou can make sure that data outside of the data container of the node (BaseList2D.GetDataInstance) is also correctly copied. The lesson here is that when you have fields such asself._my_dataon a node, and that field cannot be reestablished on the fly, you must implementRead,Write, andCopyTo, so that_my_datacan be written, read, and copied from/to/between scene files. You therefore also usually implement all three of these methods and not just one of them when you need them.Cheers,
Ferdinand