Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Unread
    • Recent
    • Tags
    • Users
    • Login
    1. Maxon Developers Forum
    2. kisaf
    K
    • Profile
    • Following 1
    • Followers 1
    • Topics 10
    • Posts 23
    • Best 3
    • Controversial 0
    • Groups 0

    kisaf

    @kisaf

    7
    Reputation
    116
    Profile views
    23
    Posts
    1
    Followers
    1
    Following
    Joined Last Online

    kisaf Unfollow Follow

    Best posts made by kisaf

    • Script : Harden edges of all UV borders (break Phong shading)

      Hi, I'd like to present you a simple script.
      It let you automatically select all UV borders and break their Phong shading, that might be useful for game modeling, especially with hardsurface props.
      More info about hard edges - http://www.polycount.com/forum/showthread.php?t=107196

      Unfortunately, the 'Texture View' window must be opened at least once for properly work 😞
      Just close 'Texture View' and continue work.

      Video:

      Download link: https://github.com/rocketjump4d/UV2PhongEdges

      posted in General Talk
      K
      kisaf
    • RE: Script : Harden edges of all UV borders (break Phong shading)

      Hello guys,
      I rewritten script UV2PhongEdges (weird name, I know :D) from scratch. Now it should works much faster. Also UNDO finally works, yyyeeeey!

      You can download it here
      https://github.com/rocketjump4d/UV2PhongEdges

      And here is an example

      Also, if you just need to get edges indexes of all UV borders you can use this code:

      ο»Ώimport c4d
      from c4d import utils
      
      def GetUVBorders(obj):
          edgesIndexes = set()
          abcd = tuple("abcd")
      
          tuvw = obj.GetTag(c4d.Tuvw)
          nbr = utils.Neighbor()
          nbr.Init(obj)
      
          # Create empty set for `edgesVV`
          # In this case `edgeVV` means `Edge between Vertex0 and Vertex1 (edgeVertexVertex)`
          # edgeVV is just a tuple(v0, v1), where v0 is index of the first vertex
          # and v1 is the second one
          allEdgesVV = set()
      
          for i in xrange(obj.GetPointCount()):
              # Find neighbor vertex for this one
              neighborIndexes = nbr.GetPointOneRingPoints(i)
      
              for ni in neighborIndexes:
                  edgeTuple = (i, ni)
                  allEdgesVV.add(edgeTuple)
      
          # At this point I've got a set of all `edgesVV` of the object
          # Something like this:
          # (0, 3)
          # (0, 5)
          # (5, 1)
      
          for edgeVV in allEdgesVV:
              # Find neighbour polygons for this edge
              # I called them polyA and polyB
              polyAIndex, polyBIndex = nbr.GetEdgePolys(edgeVV[0], edgeVV[1])
              polyA = obj.GetPolygon(polyAIndex)
      
              if polyBIndex is c4d.NOTOK:
                  # There is no polyB. It means that this edge is border of the object
      
                  # eiA stands for `Edge Index in polyA for current edgeVV`
                  eiA = polyAIndex * 4 + polyA.FindEdge(edgeVV[0], edgeVV[1])
                  edgesIndexes.add(eiA)
                  continue
      
              polyB = obj.GetPolygon(polyBIndex)
      
              # piA0 stands for `Point Index in polyA for vertex edgeVV[0]`
              # the same for others
              piA0 = polyA.Find(edgeVV[0])
              piA1 = polyA.Find(edgeVV[1])
              piB0 = polyB.Find(edgeVV[0])
              piB1 = polyB.Find(edgeVV[1])
      
              # Replace "d" (3) to "c" (2) if polygon is triangle
              if polyA.IsTriangle() and piA0 == 3:
                  piA0 = 2
              if polyA.IsTriangle() and piA1 == 3:
                  piA1 = 2
              if polyB.IsTriangle() and piB0 == 3:
                  piB0 = 2
              if polyB.IsTriangle() and piB1 == 3:
                  piB1 = 2
      
              # Get UV coordinates for each point in each polygon
              uvCoordA0 = tuvw.GetSlow(polyAIndex)[abcd[piA0]]
              uvCoordA1 = tuvw.GetSlow(polyAIndex)[abcd[piA1]]
              uvCoordB0 = tuvw.GetSlow(polyBIndex)[abcd[piB0]]
              uvCoordB1 = tuvw.GetSlow(polyBIndex)[abcd[piB1]]
      
              if uvCoordA0 != uvCoordB0 or uvCoordA1 != uvCoordB1:
                  eiA = polyAIndex * 4 + polyA.FindEdge(edgeVV[0], edgeVV[1])
                  eiB = polyBIndex * 4 + polyB.FindEdge(edgeVV[0], edgeVV[1])
                  edgesIndexes.add(eiA)
                  edgesIndexes.add(eiB)
      
          return edgesIndexes
      

      Let me know if you find bugs.
      Btw, sorry any mistakes. My English is... meh

      posted in General Talk
      K
      kisaf
    • RE: Is there a script/plugin for converting UV borders to Phong Edges?

      I've wrote it by myself πŸ™‚
      Its presentation is here: https://developers.maxon.net/forum/topic/11336/script-harden-edges-of-all-uv-borders-break-phong-shading
      May be it'll be useful for someone
      Cheers

      posted in General Talk
      K
      kisaf

    Latest posts made by kisaf

    • RE: Plugin works with R23 and doesn't work with S24.

      Got it. Thank you.

      posted in General Talk
      K
      kisaf
    • Plugin works with R23 and doesn't work with S24.

      Hello guys!
      There is a plugin for Cinema R23: Vertex Normal Tool
      You could find it here https://frostsoft.blogspot.com/p/fssoftware.html.
      And it doesn't work correctly with any version of Cinema newer than R23.
      Unfortunately, an author doesn't respond to my emails. It seems like he doesn't support his products anymore.

      Is it possible to make this plugin run with modern versions of Cinema?
      It seems like it should work. I found this here [URL-REMOVED]

      Plug-ins that were built for R23 should work with S24. They require to be rebuild against the R24 API in only a few cases. See C++ documentation for more informations.

      Maybe there is any way to rebuild this plugin?
      I forgot to say, the plugin is encrypted (.pypv), so I cannot edit it.

      P.S. Is there any alternative of this plugin?


      [URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.

      posted in General Talk python r23 s24
      K
      kisaf
    • RE: fbx export plugin critical error

      Hi there, I have a similar problem. But I use R25 version.

      If I write
      exporterID[c4d.FBXEXPORT_SDS] = True or exporterID[c4d.FBXEXPORT_SDS] = False
      I get error
      AttributeError: parameter set failed

      If I comment or remove this line, export works fine.

      Maybe I should create a new topic with this issue.

      posted in Cinema 4D SDK
      K
      kisaf
    • Files and modules organization

      Hello there

      There is my main module A. It should use a module B (located in the same folder) and Python's standart module YAML (which doesn't exist by default).
      Whats the best solution? Should I just download YAML and copy it to module A folder?

      Right now module A is placed here

      %user%\AppData\Roaming\Maxon\Maxon Cinema 4D R25\library\scripts\

      I'm not sure, but maybe I should use another folder, e.g. E:\C4D_scripts and use environment variable C4DPYTHONPATH39?

      How do you orginize your files and modules?

      posted in Cinema 4D SDK
      K
      kisaf
    • Where to report a bug?

      Hello guys,
      where I can report a bug?

      There are Bug Reports but it looks dead.

      posted in General Talk
      K
      kisaf
    • RE: Mirror without duplicate using `MCOMMAND_MIRROR`

      @fritz thank you very much, it works!

      posted in Cinema 4D SDK
      K
      kisaf
    • RE: Mirror without duplicate using `MCOMMAND_MIRROR`

      Roger that, thanks again.
      I wasn't sure that the developers were aware. Sorry for annoy you πŸ™‚
      Cheers

      posted in Cinema 4D SDK
      K
      kisaf
    • RE: Mirror without duplicate using `MCOMMAND_MIRROR`

      Hello guys,
      This bug is still exists in S24. I made a video to show how it worked before (R21) and now (S22, R23, S24).

      For test I used the script from this page. The only difference I made is decreased value from 1000.0 to 0. It's just for convenience.

      This script should mirrors selected object, when settings[c4d.MDATA_MIRROR_DUPLICATE] is False. It works in R21 and doesn't work in any late releases.
      Could you fix it? I'm still using R21 because of this bug 😞

      posted in Cinema 4D SDK
      K
      kisaf
    • RE: Mirror without duplicate using `MCOMMAND_MIRROR`

      @m_magalhaes
      Got it, thanks πŸ™‚

      posted in Cinema 4D SDK
      K
      kisaf
    • RE: Mirror without duplicate using `MCOMMAND_MIRROR`

      Hi, I've just tested this script in R23. It doesn't work 😞
      One of my own scripts cannot work without this function.
      Guys, you're really awesome! I love C4D, and hope you can fix it πŸ˜„

      May be I can help somehow? I can upload the example scene, if you need it.

      posted in Cinema 4D SDK
      K
      kisaf