bencaires last edited by a_block
I've made a simply python effector that allows me to manipulate the color of a effected cloner. That works fine but when I creat an instance of that object and start moving it in 3D space, I get a ton of these errors:
Traceback (most recent call last):
File "'<Python>'", line 18, in main
TypeError: object of type 'NoneType' has no len()
import c4d from c4d.modules import mograph as mo #Welcome to the world of Python def main(): linked = op[c4d.ID_USERDATA,1] md = mo.GeGetMoData(op) md2 = mo.GeGetMoData(linked) EB = op[c4d.ID_USERDATA,2] if md is None: return False cnt = md.GetCount() clr = md.GetArray(c4d.MODATA_COLOR) clr2 = md2.GetArray(c4d.MODATA_COLOR) if cnt > 0: print cnt #for i in xrange(0,cnt): #clr[i] = clr2[i] + (clr2[i] * c4d.Vector(EB)) md.SetArray(c4d.MODATA_COLOR, clr, True) return True c4d.EventAdd() if __name__=='__main__': main()
Does anyone have an idea how to get around this?
dskeith last edited by
This post is deleted!
dskeith last edited by
Took a second look. It seems that you're trying to iterate on a list that doesn't exist.
. This likely happens because the instanced effector can't access the MoData of the other cloner that's been instanced (or something like that). I've taken the liberty of reworking your code to be a bit more error-tolerant:
import c4d from c4d.modules import mograph as mo def main(): # Retrieve User Inputs EB = op[c4d.ID_USERDATA,2] linked = op[c4d.ID_USERDATA,1] if linked is None: return True md = mo.GeGetMoData(op) if md is None: return True linked_md = mo.GeGetMoData(linked) if linked_md is None: return True md_count = md.GetCount() if not md_count: return True linked_md_count = linked_md.GetCount() if not linked_md_count: return True # If counts don't match between cloners, use the smaller number. clone_count = min([md_count, linked_md_count]) colors = md.GetArray(c4d.MODATA_COLOR) if colors is None: return linked_colors = linked_md.GetArray(c4d.MODATA_COLOR) if linked_colors is None: return for i in xrange(clone_count): colors[i] = linked_colors[i] + (linked_colors[i] * c4d.Vector(EB)) md.SetArray(c4d.MODATA_COLOR, colors, True) return True if __name__=='__main__': main()
But looking at your scene I'm not sure you'll get the result you want trying to colorize one cloner with a cloner object it's cloning.
a_block last edited by
I have moved this thread to "Cinema 4D Development" category.
bencaires last edited by
Thanks dskeith, that code worked perfectly. Thanks for that!