Select and delete some poligons of object

On 13/11/2017 at 23:15, xxxxxxxx wrote:


I have some thousands of cubes with a fillet subdivision of 3 so they contain 113 poligons each.

I thought it would be a good idea to remove the 107 poligons for the fillet and keep the 6 sides only for previewing purposes, because these thousands of cubes can make the viewport animation preview pretty damn slow.

Thanks to gr4ph0s' help I have a function which goes trough all the 113 polygons and applies a material to the poligons on the cube sides (I found out that the 3rd one is the front, 31st is right, etc - I made a dict of them) but how could I delete the remaining ones, if the SceneQuality is set to Draft?

I tried this:

def create_poly_selection(obj) :
    poly_count = obj.GetPolygonCount()
    tags = list()
    for i in xrange(poly_count) :
        CubeSideNumbers = {"3": "FRONT", "31": "RIGHT", "59": "BACK", "87": "LEFT", "112": "TOP", "113": "BOTTOM"}
        if str(i) in CubeSideNumbers:
            tag = c4d.SelectionTag(c4d.Tpolygonselection)
            tags.append([i, tag])
**        else:**
**            if SceneQuality == "Draft":**
**                obj.remove()**
    return tags

I got an error for the bold part: AttributeError: 'c4d.PolygonObject' object has no attribute 'remove'

(I think it's because the "obj" is the cube itself, not the poligon)

On 14/11/2017 at 09:46, xxxxxxxx wrote:

Here an example that should work for you.

import c4d
def main() :
    dictPolyId = {"2": "FRONT", "5": "RIGHT"}
    # Get current obj selected
    obj = op
    if not op: return
    # Get poly id to deleted
    polyIdToDelete = list()
    for i in range(0, obj.GetPolygonCount()) :
        if i not in dictPolyId:
    select = obj.GetPolygonS() #Get the current selection
    # Select all poly and deselect only interested poly
    select.SelectAll( obj.GetPolygonCount())
    for polyID in dictPolyId:
    # Delete selected polygon
                                list = [obj],
                                mode = c4d.MODELINGCOMMANDMODE_POLYGONSELECTION,
                                bc = c4d.BaseContainer(),
                                doc = obj.GetDocument())
    # Optimize in order to remove point
    options = c4d.BaseContainer()
    options[c4d.MDATA_OPTIMIZE_TOLERANCE] = 0.001
    options[c4d.MDATA_OPTIMIZE_POINTS] = True
    options[c4d.MDATA_OPTIMIZE_POLYGONS] = False
                                list = [obj],
                                mode = c4d.MODELINGCOMMANDMODE_ALL,
                                bc = options,
                                doc = obj.GetDocument())
if __name__=='__main__':

I do not have a lot a time right now, I will explain more in detail later.

On 15/11/2017 at 02:29, xxxxxxxx wrote:

Originally posted by xxxxxxxx

Here an example that should work for you.

I appreciate your help really much for this and the last one!

I'm building a programmable dot-matrix display from these six-colored cubes, and it finally begins to work 🙂

On 15/11/2017 at 09:32, xxxxxxxx wrote:

As gr4phos is showing in his example, the polygons of an object are not objects  themselves, it's rather the other way round, there is a polygon object which contains arrays of points and polygons. So you will rather delete certain polygons from an object. One way to do so is shown by gr4phos above.

Edit: Sorry, I forgot to hit reload before answering. So my comment obviously wasn't needed anymore.