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    1. Maxon Developers Forum
    2. kangddan
    3. Posts
    • Profile
    • Following 1
    • Followers 3
    • Topics 8
    • Posts 24
    • Best 2
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    Posts made by kangddan

    • RE: ChangeNBit() Method Parameter Issue: c4d.AHIDE_FOR_HOST Not Recognized?

      @ferdinand Thansk!

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • ChangeNBit() Method Parameter Issue: c4d.AHIDE_FOR_HOST Not Recognized?

      I've identified an apparent invalid parameter error with GeListNode.ChangeNBit() in C4D 2024. Specifically, c4d.AHIDE_FOR_HOST throws an AttributeError, conflicting with its presence in the R20+ SDK documentation. Any insights on why this parameter isn't recognized?

      import c4d
      
      doc.StartUndo()
      doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
      
      op.ChangeNBit(c4d.AHIDE_FOR_HOST, c4d.NBITCONTROL_SET) # error
      
      doc.EndUndo()
      c4d.EventAdd()
      

      error

      Traceback (most recent call last):
        File "scriptmanager", line 6, in <module>
      AttributeError: module 'c4d' has no attribute 'AHIDE_FOR_HOST'
      
      posted in Cinema 4D SDK windows 2024 python
      kangddanK
      kangddan
    • RE: How to call other object's button attribute by a tag and simulate clicking?

      Hi @ferdinand
      Thanks for your help! Apologies for not providing code earlier, and also for the confusion with the PySide GIF – it was just an analogy to explain the batch triggering concept I was trying to achieve in C4D.
      
      I'm happy to report that I've successfully resolved the issue with the global signal for user data buttons. Your guidance on the message system was very useful~
      
      Cheers
      DanDanKang
      bandicam 2025-05-23 19-37-11-991 00_00_00-00_00_30.gif

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • RE: How to call other object's button attribute by a tag and simulate clicking?

      @ferdinand
      giff.gif
      Just like this, I can manually click each object's user data button to make it do its work. Then I also have a button that can trigger the content inside each object's Python tag in a batch~

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • RE: How to call other object's button attribute by a tag and simulate clicking?

      Thanks @ferdinand
      I've found that c4d.CallButton doesn't seem to simulate clicks on buttons created via custom user data. Or, when I click a user data button, can it send a global signal? I don't quite understand the Message function of the Python tag. If I can send a global signal, then the Message functions inside all objects with Python tags could receive the signal, allowing for unified batch triggering. This seems more elegant than simulating clicks on buttons of different objects to trigger them.

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • How to call other object's button attribute by a tag and simulate clicking?

      Hello everyone, I want to simulate clicking buttons on other objects through a custom button. Is this possible?
      Thank you!c981a2679efc788cb33ee5312fb5f3a.png

      posted in Cinema 4D SDK 2024 windows python
      kangddanK
      kangddan
    • RE: Frozen Matrix different

      @i_mazlov said in Frozen Matrix different:

      象,并且没有其

      I found that it's very similar to the offsetParentMatrix attribute introduced in Maya 2020.:)

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • RE: How to Undo Switching Between Modes?

      @ferdinand My English isn't very good, sorry😣 about that. What I mean is that when I am in edit mode and select points/edges/polygons, create a null object, and then switch back to object mode, if I want to undo, it would be more 'user-friendly' if I could return to the previous edit mode instead of object mode
      It's good to know that calling doc.SetMode(c4d.Mmodel) is non-undoable; I struggled with this for a while😬

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • RE: How to Undo Switching Between Modes?

      @ferdinand Thank you for letting me know that switching between modes is irreversible! My initial thought was that when I generate an empty object in edit mode, if I undo the action, I could return to edit mode. Thanks again for your explanation 🙂

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • How to Undo Switching Between Modes?

      Hello all, my script needs to work in point, edge, and polygon modes (edit modes). At the end of the script, I will switch it back to model mode, but I'm not sure how to undo the mode switching. When I run the code in point mode, I can't return to point mode when undoing

      import c4d
      
      def main():
          sel = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_CHILDREN)
          if not sel or not doc.IsEditMode(): return # edit mode
      
          doc.StartUndo()
          for obj in sel:
              doc.SetSelection(obj, c4d.SELECTION_SUB)
              joint = c4d.BaseObject(c4d.Ojoint)
              doc.AddUndo( c4d.UNDOTYPE_NEWOBJ, joint)
              doc.InsertObject(joint, None, obj, True)
              doc.SetSelection(joint, c4d.SELECTION_ADD)
              ...
      
          doc.SetMode(c4d.Mmodel) # set model mode
          doc.EndUndo()
          c4d.EventAdd()
      
      if __name__ == '__main__':
          main()
      
      posted in Cinema 4D SDK windows 2024 python
      kangddanK
      kangddan
    • RE: How to Use Button Properties in an XPresso Python Node?

      @ferdinand Thank you !

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • How to Use Button Properties in an XPresso Python Node?

      I hope to do something by clicking the update button on the Python node. I’m not sure if this is possible
      4b0ca80107218634c86c8e1c51b0bb0.png

      posted in Cinema 4D SDK python 2024 windows
      kangddanK
      kangddan
    • RE: Calling the button to create an object cannot add it to the undo queue

      Thank you @m_adam It seems that the best approach is to manually create a null object and calculate its correct rotation matrix through certain methods to achieve the same effect. Once again, thank you for your code; it has been very useful to me!

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • Calling the button to create an object cannot add it to the undo queue

      Hello everyone, when creating a splineIK tag, I dynamically call c4d.CallButton to create an IkHandle. At this point, an empty object is generated. I am now able to correctly retrieve it, but I can't add it to the undo queue. Since c4d.CallButton has no return value, I retrieve the empty object from the current scene each time I create an IkHandle. I'm not sure if there's a more proper way to do this

      import c4d
      
      def createJoints(jointCount):
          jntList = []
          for i in range(jointCount):
              jnt = c4d.BaseObject(c4d.Ojoint)
              jnt.SetName('splineIK_{}'.format(i))
              doc.InsertObject(jnt)
              doc.AddUndo(c4d.UNDOTYPE_NEW, jnt)
              jntList.append(jnt)
              if i > 0:
                  jnt.InsertUnder(jntList[i-1])
          return jntList
      
      def getAllNulls():
          return [obj for obj in doc.GetObjects() if obj.GetType() == c4d.Onull]
      
      def addSplineTag(startJnt, endJnt, spline):
          tag = c4d.BaseTag(1019862)
          doc.AddUndo(c4d.UNDOTYPE_NEW, tag)
          startJnt.InsertTag(tag)
          tag[c4d.ID_CA_IKSPLINE_TAG_TYPE] = 2
          tag[c4d.ID_CA_IKSPLINE_TAG_TWIST_TYPE] = 1
          tag[c4d.ID_CA_IKSPLINE_TAG_SPLINE] = spline
          tag[c4d.ID_CA_IKSPLINE_TAG_END] = endJnt
          
          splineIkHandles = []
          for i in range(spline.GetPointCount()):
              c4d.CallButton(tag, c4d.ID_CA_IKSPLINE_HANDLE_ADD)
              c4d.CallButton(tag, c4d.ID_CA_IKSPLINE_HANDLE_CREATE)
              
              null = getAllNulls()[0]
              doc.AddUndo(c4d.UNDOTYPE_NEW, null) # add undo
              splineIkHandles.append(null)
              
          return splineIkHandles
      
      def createSplineIK(jointCount=10):
          sel = doc.GetSelection()
          if not sel: return
          spline = sel[0] if sel[0].CheckType(c4d.Ospline) else None
          if spline is None: return
      
          doc.StartUndo()
          # ---------------------------------
          jnts = createJoints(jointCount)
          splineIkHandles = addSplineTag(jnts[0], jnts[-1], spline)
          for i in splineIkHandles:
              print(i.GetName())
          # ---------------------------------
          doc.EndUndo()
          c4d.EventAdd()
      
      if __name__ == '__main__':
          createSplineIK(jointCount=10)
      
      posted in Cinema 4D SDK python
      kangddanK
      kangddan
    • RE: Adding a Morph Deformer Causes Pose Morph Tag to Stop Working

      Thank u @i_mazlov
      I appreciate you pointing me in the right direction. I will try to understand the workings behind the posemorph tag! 😊

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • RE: Adding a Morph Deformer Causes Pose Morph Tag to Stop Working

      Hello everyone, I seem to have found a solution. You just need to go to the Falloff option in Morph and add a default parameter

       data = c4d.FieldList()
      morph[c4d.FIELDS] = data
      

      This way, the PoseMorph tag becomes effective. I still don't understand why this is necessary, as I can't find any python related content about the Morph deformer:(

      posted in Cinema 4D SDK
      kangddanK
      kangddan
    • RE: Adding a Morph Deformer Causes Pose Morph Tag to Stop Working

      test file

      test.c4d

      posted in Cinema 4D SDK
      kangddanK
      kangddan