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    1. Maxon Developers Forum
    2. kisaf
    3. Posts
    K
    • Profile
    • Following 1
    • Followers 1
    • Topics 10
    • Posts 23
    • Best 3
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    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
    • 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
    • Mirror without duplicate using `MCOMMAND_MIRROR`

      Hello guys,
      It's something weird with MCOMMAND_MIRROR in S22.

      This script (thanks to m_adam) duplicates and mirrors the object.

      import c4d
      
      
      def main():
          # Checks if selected object is valid
          if op is None:
              raise ValueError("op is none, please select one object.")
      
          # Defines some general settings, take care MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE
          settings = c4d.BaseContainer()
          settings[c4d.MDATA_MIRROR_DUPLICATE] = True
          settings[c4d.MDATA_MIRROR_SELECTIONS] = True
          settings[c4d.MDATA_MIRROR_ONPLANE] = True
          settings[c4d.MDATA_MIRROR_WELD] = True
          settings[c4d.MDATA_MIRROR_TOLERANCE] = 0.01
      
          # Corresponds to MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE
          value = 1000.0
          system = 0 # 0 = Object, 1 = World
          plane = 1 # 0 = XY, 1 = ZY, 2 = XZ
      
          if not 0 <= system < 2:
              raise ValueError("System can only be 0 or 1")
      
          # Buffer position vector
          pos = c4d.Vector()
      
          # Calculates Local (Object) coordinates
          if system == 0:
              globalMatrix = op.GetMg()
              if plane == 0:
                  pos = globalMatrix.v3
              elif plane == 1:
                  pos = globalMatrix.v1
              elif plane == 2:
                  pos = globalMatrix.v2
      
              settings[c4d.MDATA_MIRROR_POINT] = globalMatrix.off + pos * value
              settings[c4d.MDATA_MIRROR_VECTOR] = pos
      
          # Calculates World coordinates
          elif system == 1:
              if plane == 0:
                  pos = c4d.Vector(0.0, 0.0, 1.0)
              elif plane == 1:
                  pos = c4d.Vector(1.0, 0.0, 0.0)
              elif plane == 2:
                  pos = c4d.Vector(0.0, 1.0, 0.0)
      
              settings[c4d.MDATA_MIRROR_POINT] = pos * value
              settings[c4d.MDATA_MIRROR_VECTOR] = pos
      
          # Send the Modeling Operation
          res = c4d.utils.SendModelingCommand(c4d.MCOMMAND_MIRROR,
                                              [op],
                                              c4d.MODELINGCOMMANDMODE_ALL,
                                              settings,
                                              doc)
      
          c4d.EventAdd()
      
      
      if __name__ == "__main__":
          main()
      
      
      

      However, if I change

      settings[c4d.MDATA_MIRROR_DUPLICATE] = True
      

      to

      settings[c4d.MDATA_MIRROR_DUPLICATE] = False
      

      Script doesn't make anything.
      In R20 it works.
      Is it ok? Is there any way to just mirror the object without duplicate it?

      P.S. Also, if I use Mirror (https://help.maxon.net/index.html#5633) with unchecked Duplicate Points everything works (in S22).

      Cinema 4D S22.118 Windows 10

      posted in Cinema 4D SDK s22 python
      K
      kisaf
    • RE: Setting `coordinate system` using `MCOMMAND_MIRROR`

      Hi @m_adam
      Thank you for your reply. It works perfectly!

      posted in Cinema 4D SDK
      K
      kisaf
    • Setting `coordinate system` using `MCOMMAND_MIRROR`

      Hi there, I'm trying to mirror object via SendModelingCommand(c4d.MCOMMAND_MIRROR, ..)
      But I cann't understand how to change a coordinate system.
      According to the documentation this options is called MDATA_MIRROR_SYSTEM and it's int type.
      Its description says Coordinate system. (See dialog.)
      I believe it is the dialog:
      0_1551264099400_mirror.PNG

      It seems like 0 means Object, 1 - World, 2 - Screen.
      I tried different values from 0 to 30, but it didn't take any effect.

      The code I'm using:

      settings = c4d.BaseContainer()
      settings[c4d.MDATA_MIRROR_SYSTEM] = 0
      
      res = utils.SendModelingCommand(c4d.MCOMMAND_MIRROR,
                                [obj],
                                c4d.MODELINGCOMMANDMODE_ALL,
                                settings,
                                doc)
      

      I cannot change MDATA_MIRROR_PLANE either.
      There is no additional information in the documentation.
      Drag'n'drop for these fields doesn't work. It's strange, because it works perfectly for other tools.

      I found this post (from 2011) https://developers.maxon.net/forum/topic/5497/5516_mirror-tool-bug
      It seems that bug is still alive 😞

      Version: R20
      Platform: Windows

      Cheers

      posted in Cinema 4D SDK python r20
      K
      kisaf
    • To grow selection in UVPolygon mode

      Hi everyone!

      When C4D is in Polygon mode Grow selection can be done using SendModelingCommand e.g.

      utils.SendModelingCommand(
              c4d.MCOMMAND_SELECTGROW,
              [op],
              c4d.MODELINGCOMMANDMODE_POLYGONSELECTION,
              c4d.BaseContainer(),
              doc
          )
      

      After that, selection grows to neighbour polygons. Everithing is ok.
      However, when active mode is UV Polygon then code above select neighbour polygons the same way how it was in previous case. Sometime it's ok, but not always.

      The second way to grow selection is to use CallCommand

      c4d.CallCommand(12558, 12558) # Grow Selection
      

      In this case selection grows correctly in both modes.
      I'll show an example. There is a simple sphere that separated by UVs in the middle. So it has 2 UV islands.

      0_1550175526500_original.png

      0_1550175544700_result-1.png

      0_1550175550200_result-2.png

      From 1 selected polygon (the first image) I want to get the result which is shown on the last image.
      But I don't know how to get it without CallCommand
      Sorry for mistakes. English is not my szcznek language
      Cheers

      posted in Cinema 4D SDK
      K
      kisaf
    • RE: Save variables during current session (until C4D is closed)

      Thank you very much guys!
      I think that plugin will be better solution then script in this case.
      Cheers

      posted in Cinema 4D SDK
      K
      kisaf
    • RE: Script : Harden edges of all UV borders (break Phong shading)

      Hi @mp5gosu, thank you for your feedback!
      Yep, it has Undo problem. I assume, it's because the script uses CallCommand. And there are 2 places where I still don't understand how to avoid this 😞

      the selection should be restored after the process
      Thank you for this remark. I'm gonna fix it asap.
      Cheers.

      EDIT: I've fixed the script. Now it restores the selection after the process.

      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
    • 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
    • Save variables during current session (until C4D is closed)

      I've wrote a script which must make some calculations only once and then use these values until C4D is closed.
      After C4D is opened again the script must recalculate values again, but only once.
      It's not a plugin, but only python script.
      Is it possible to realize?
      Cheers

      posted in Cinema 4D SDK
      K
      kisaf