Thanks a lot!
I've managed to do UV's thanks to the first method, trying my luck with Normals now.

One more thing I'm curious about is Phong Tag. When I'm importing the same mesh in OBJ format, it seems to create Normal tag & Phong tag, both seem to affect the normals of the mesh. Now since I'm working with the same data, should I use the vertex normal data to generate both Normal tag & Phong tag, or would one be enough?

Thanks,
Sheilan.

Phong tag is just for the display of the normals. So the viewport interpolates the normal set by the NormalTag.
So basically you have to define the normal in the NormalTag and then apply a Phong tag that will tell the viewport to render how to read these normal data in order to smooth them.

For more information see this following picture, this is the same sphere, same polygon but they get different shading.

Cheers,
Maxime.

This post is deleted!

Ok I seem to be doing something wrong with the Normals.

Even though the Normal Tag is there, it doesn't seem to be doing anything.
Here's the code (using functions from the post you posted)

``````# Create UV Tag
uv_tag = c4d.UVWTag(polyCount)
# Create Normal Tag
nrmTag = c4d.NormalTag(polyCount)
# Create Normal List
normalList = []

for f in range(polyCount):
### I chose to not add this part as it's irrelevant

# Load UV's for first point
uv1 = vertices_uvs[tri_uvs[0]]
# Load UV's for second point
uv2 = vertices_uvs[tri_uvs[1]]
# Load UV's for third point
uv3 = vertices_uvs[tri_uvs[2]]
# Create polygon with 3 points
mypoly.SetPolygon(f, c4d.CPolygon(surface_vertices[vertex1],surface_vertices[vertex2],surface_vertices[vertex3]))
# Create poly UV
uv_tag.SetSlow(f, c4d.Vector(uv1[0], uv1[1], 0),

c4d.Vector(uv2[0], uv2[1], 0),

c4d.Vector(uv3[0], uv3[1], 0),

c4d.Vector(0,0,0))

# Load Normals for first point
normal1 = vertices_normals[tri_normals[0]]
# Load Normals for second point
normal2 = vertices_normals[tri_normals[1]]
# Load Normals for third point
normal3 = vertices_normals[tri_normals[2]]

# Add normals to their points
a = c4d.Vector(normal1[0],normal1[1],normal1[2])
b = c4d.Vector(normal2[0],normal2[1],normal2[2])
c = c4d.Vector(normal3[0],normal3[1],normal3[2])
d = c4d.Vector() # I tried setting as empty vector or same as C (it's a triangle poly)

normalList.append(a)
normalList.append(b)
normalList.append(c)
normalList.append(d)

# Set normalList to Normal Tag of object
SetAllHighLevelNormals(nrmTag, normalList)
mypoly.Message(c4d.MSG_UPDATE)
doc.InsertObject(mypoly,None,None)
mypoly.InsertTag(uv_tag)
mypoly.InsertTag(nrmTag)

mypoly.Message(c4d.MSG_UPDATE)
doc.EndUndo()
``````

I checked one of the normalLists before & after the conversion using the `SetAllHighLevelNormals()` function and those were the results
before:

``````[1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0]
``````

after:

``````[32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 0, 32000, 0, 0, 32000, 0, 0, 0, 0, 0, 32000, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 0, 33536, 0, 0, 33536, 0, 0, 0, 0, 0, 33536, 0, 0]
``````

UVW Tag works perfectly, Normal Tag doesn't.

Thanks,
Sheilan.

This is due to a bug currently affecting NormalMap SetAllHighLevelNormals and GetAllHighLevelNormals the only workaround is the one described in the previous post I posted. This bug is going to be fixed for the next release.

Cheers Maxime

I'm getting an error when trying to use the functions he later posted as a workaround.

Here's the updated code

``````# Create UV Tag
uv_tag = c4d.UVWTag(polyCount)
# Create Normal Tag
nrmTag = c4d.NormalTag(polyCount)
# Create Normal List
normalList = []

for f in range(polyCount):
### I chose to not add this part as it's irrelevant

# Load UV's for first point
uv1 = vertices_uvs[tri_uvs[0]]
# Load UV's for second point
uv2 = vertices_uvs[tri_uvs[1]]
# Load UV's for third point
uv3 = vertices_uvs[tri_uvs[2]]
# Create polygon with 3 points
mypoly.SetPolygon(f, c4d.CPolygon(surface_vertices[vertex1],surface_vertices[vertex2],surface_vertices[vertex3]))
# Create poly UV
uv_tag.SetSlow(f, c4d.Vector(uv1[0], uv1[1], 0),

c4d.Vector(uv2[0], uv2[1], 0),

c4d.Vector(uv3[0], uv3[1], 0),

c4d.Vector(0,0,0))

# Load Normals for first point
normal1 = vertices_normals[tri_normals[0]]
# Load Normals for second point
normal2 = vertices_normals[tri_normals[1]]
# Load Normals for third point
normal3 = vertices_normals[tri_normals[2]]

# Add normals to their points
a = c4d.Vector(normal1[0],normal1[1],normal1[2])
b = c4d.Vector(normal2[0],normal2[1],normal2[2])
c = c4d.Vector(normal3[0],normal3[1],normal3[2])
d = c4d.Vector() # I tried setting as empty vector or same as C (it's a triangle poly)

normalList.append(a)
normalList.append(b)
normalList.append(c)
normalList.append(d)

# Set normalList to Normal Tag of object
SetAllHighLevelNormals(nrmTag, normalList)
normalList = GetLowLevelNormals(nrmTag,mypoly)
SetAllHighLevelNormals(nrmTag, normalList)

mypoly.Message(c4d.MSG_UPDATE)
doc.InsertObject(mypoly,None,None)
mypoly.InsertTag(uv_tag)
mypoly.InsertTag(nrmTag)
mypoly.Message(c4d.MSG_UPDATE)
doc.EndUndo()
``````

I get `TypeError: unsupported operand type(s) for *: 'int' and 'c4d.PolygonObject'`
I'm rather confused about what type of variable `polygon` is in his function as theres no context.

Hi @sheilan, NormalTag is a bit special, as I said there is currently a bug in S/GetAllHighlevelData for NormalTag so you need to use S/GetLowlevelDataAddressR/W.

With that's said since you access the low-level data, the current data structure for the normal tag is a list of int16. Then a polygon (whatever if it's a tri or a quad) is represented by 12 int16 such in order to give use 4 vectors (4 vectors x 3 values for each vector = 12 values and in this case 12 int16)

Not sure it's very clear however here it's a code.

``````"""

Description:
- Reads and Write the Raw Data of a Normal Tag.
- Normals are stored for each vertex of each polygon.
- Raw Data normal structure for one polygon is 12 int16 value (4 vectors for each vertex of a Cpolygon * 3 component for each vector) even if the Cpolygon is a Triangle.

Class/method highlighted:
- c4d.NormalTag

Compatible:
- Win / Mac
- R13, R14, R15, R16, R17, R18, R19, R20
"""
import c4d
import array

def CreateNormalTag(op):
"""
Creates a NormalTag on the passed PolygonObject.

:param op: The PolygonObject that will received a normal Tag.
:type op: c4d.PolygonObject
:return: The created tag.
:rtype: c4d.NormalTag
"""
# Checks if the passed object is a polygon object.
if not isinstance(op, c4d.PolygonObject):
raise TypeError("op is not a c4d.PolygonObject.")

# Retrieves the polygonCount
polyCnt = op.GetPolygonCount()

# Creates a Normal Tag in memory only
normalTag = c4d.NormalTag(polyCnt)
if normalTag is None:
raise MemoryError("Failed to creates a normal Tag.")

# Inserts the tag to the passed object
op.InsertTag(normalTag)

# Notifies the object he need to update to take care of the newly created normal tag
op.Message(c4d.MSG_UPDATE)
return normalTag

"""
Read the raw data stored in Normal Tag.

:param tag: The Normal Tag to read the data from.
:type tag: c4d.NormalTag
:return: A list with all the raw data.
:rtype: list[int]
"""
# Retrieves the read buffer array

# Converts this BitSeq buffer to a list of short int (int16)
intArray = array.array('h')
intArray.fromstring(buffer)
data = intArray.tolist()

# Returns the data
return data

def WriteNormalTag(tag, normalList):
"""
Write the raw data to a Normal Tag.

:param tag: The Normal Tag to write the data to.
:type tag: c4d.NormalTag
:param normalList: A list with all the raw data.
:type normalList: list[int]
"""
# Retrieves the write buffer array
if buffer is None:
raise RuntimeError("Failed to retrieves internal write data for the normal tag.")

# Translates list of short int 16 to a BitSeq (string are byte in Python 2.7)
intArray = array.array('h')
intArray.fromlist(normalList)
data = intArray.tostring()
buffer[:len(data)] = data

def main():
# Checks if selected object is valid
if op is None:
raise ValueError("op is none, please select one object.")

# Checks if the selected object is a polygon object
if not isinstance(op, c4d.PolygonObject):
raise TypeError("op is not a c4d.PolygonObject.")

# Creates a normal tag
tag = CreateNormalTag(op)

# Retrieves the raw data stored into the tag (all values will be equal to 0 since we just created the normal tag)

# Prints the current value stored in tag, since data are stored as int16 and not float you have to divide them by 32000.0
print [normal / 32000.0 for normal in rawNormalData]

# Creates a list representing a float gradient value from 0 to 1 then remap these value from float to int16 by multiplying them
valueToSet = [int(float(normalID) / len(rawNormalData) * 32000.0) for normalID in xrange(len(rawNormalData))]

# Writes the previous list to the normal tag.
WriteNormalTag(tag, valueToSet)

# Reads back the normal stored in the normal tag, value should go from 0 to 1
print [normal / 32000.0 for normal in ReadNormalTag(tag)]

if __name__ == "__main__":
main()
``````

``````# Add normals to their points
a = c4d.Vector(normal1[0],normal1[1],normal1[2])
b = c4d.Vector(normal2[0],normal2[1],normal2[2])
c = c4d.Vector(normal3[0],normal3[1],normal3[2])
d = c4d.Vector() # I tried setting as empty vector or same as C (it's a triangle poly)

normalList.append(a)
normalList.append(b)
normalList.append(c)
normalList.append(d)
``````

You will have to do

``````a = [normal1[0],normal1[1],normal1[2]]
b = [normal2[0],normal2[1],normal2[2]]
c = [normal3[0],normal3[1],normal3[2]]
d = [0.0, 0.0, 0.0] # Even if it's a Tri, you should pass a value.

normalList.extend(a)
normalList.extend(b)
normalList.extend(c)
normalList.extend(d)

# Maps data from float to int16 value
normalListToSet = [int(normal * 32000.0) for normal in normalList]

# Writes the previous list to the normal tag.
WriteNormalTag(nrmTag, normalListToSet)
``````

Hope it helps, if you have any questions, please do not hesitate!
Cheers,
Maxime.

────────────────────
Thanks again for the reply but the normal tag still doesn't seem to be doing anything.
Here's how the code looks right now :

``````# Looping through each surface (polygon object/mesh/model) in the scene
for i in range(surfaceCount):
#Create new polygon object
mypoly = c4d.BaseObject(c4d.Opolygon) #Create an empty polygon object
mypoly.SetName(materialName)
uv_tag = c4d.UVWTag(triCount)
# triCount & materialName are variables I use to store the name of the object + the polycount
nrm_tag = CreateNormalTag(mypoly,triCount)
normalList = [] # Fresh new normalList created for each PolygonObject I'm working on

# loop through each triangle/poly and gather it's data from my binary file
for f in range(triCount):
# The points, polys & uv creation part is unnecessary here so I skipped right to normals

a = [normal1[0],normal1[1],normal1[2]]
b = [normal2[0],normal2[1],normal2[2]]
c = [normal3[0],normal3[1],normal3[2]]
d = [0.0, 0.0, 0.0]

normalList.extend(a)
normalList.extend(b)
normalList.extend(c)
normalList.extend(d)

# After we are done looping through the triangles, all polys are created including their points, polygons, UVs & the normalList
normalListToSet = [int(normal * 32000.0) for normal in normalList] # set of all normals for this polygon object
WriteNormalTag(nrm_tag, normalListToSet)
nrm_tag = mypoly.GetTag(c4d.Tnormal) # This is probably unnecessary but I used it just in case

# Retrieves the raw data stored into the tag

# Prints the current value stored in tag, since data are stored as int16 and not float you have to divide them by 32000.0
print "current data stored in tag - should go from 0 to 1"
print [normal / 32000.0 for normal in rawNormalData]

# Creates a list representing a float gradient value from 0 to 1 then remap these value from float to int16 by multiplying them
valueToSet = [int(float(normalID) / len(rawNormalData) * 32000.0) for normalID in xrange(len(rawNormalData))]

# Writes the previous list to the normal tag.
WriteNormalTag(nrm_tag, valueToSet)

print "new values of normal tag"
print [normal / 32000.0 for normal in ReadNormalTag(nrm_tag)]
``````

Now here are results of few of the normal tags in the scene

``````old data stored in tag

[0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.994125, -0.07825, -0.05478125, 0.0, 0.0, 0.0]

new data of normal tag

[0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625]

old data stored in tag

[1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0]

new data of normal tag

[0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625]

old data stored in tag

[-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0]

new data of normal tag

[0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625]

old data stored in tag

[-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.0, 0.0, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.7064375, 0.7064375, 0.0, 0.0, 0.0, 0.0]

new data of normal tag

[0.0, 0.0208125, 0.04165625, 0.0625, 0.0833125, 0.10415625, 0.125, 0.1458125, 0.16665625, 0.1875, 0.2083125, 0.22915625, 0.25, 0.2708125, 0.29165625, 0.3125, 0.3333125, 0.35415625, 0.375, 0.3958125, 0.41665625, 0.4375, 0.4583125, 0.47915625, 0.5, 0.5208125, 0.54165625, 0.5625, 0.5833125, 0.60415625, 0.625, 0.6458125, 0.66665625, 0.6875, 0.7083125, 0.72915625, 0.75, 0.7708125, 0.79165625, 0.8125, 0.8333125, 0.85415625, 0.875, 0.8958125, 0.91665625, 0.9375, 0.9583125, 0.97915625]
``````

Could this happen because I don't use Phong Tag?

Edit:

Yes it was definitely Phong Tags! Also, this was enough using my initial normal data

``````# Maps data from float to int16 value
normalListToSet = [int(normal * 32000.0) for normal in normalList]

# Writes the previous list to the normal tag.
WriteNormalTag(nrm_tag, normalListToSet)
``````

Anyway, I imported an .obj file that shares the same data as my binary file, and once I copied the Phong Tag settings and applied to my generated objects it was identical, which means Normal Tags are correct!

I can't seem to find a page for Phong Tag though. How would I create a new Phong Tag, and set it's values?

Thanks,
Sheilan.

Phong tag are common tags, (data count stored does not change), so you have to create them with the usual way.

``````tPhong = c4d.BaseTag(c4d.Tphong)
op.InsertTag(tPhong)
``````

or either

``````op.MakeTag(c4d.Tphong)
``````

You can find the list of all the tags symbols in Tag Types and I recommend you to read the C++ BaseTag and VariableTag Manual to understand the difference between both.

Cheers,
Maxime.

Well then that'll be it. Thanks a lot for all the help!
I'll definitely read the manual to get a better idea of each tag.

Here is the final, working code to anyone who reads this thread having the same problems:

``````def CreateNormalTag(op,polyCnt):
"""
Creates a NormalTag on the passed PolygonObject.

:param op: The PolygonObject that will received a normal Tag.
:type op: c4d.PolygonObject
:return: The created tag.
:rtype: c4d.NormalTag
"""
# Checks if the passed object is a polygon object.
if not isinstance(op, c4d.PolygonObject):
raise TypeError("op is not a c4d.PolygonObject.")

# Creates a Normal Tag in memory only
normalTag = c4d.NormalTag(polyCnt)
if normalTag is None:
raise MemoryError("Failed to creates a normal Tag.")

# Inserts the tag to the passed object
op.InsertTag(normalTag)

# Notifies the object he need to update to take care of the newly created normal tag
op.Message(c4d.MSG_UPDATE)
return normalTag
def WriteNormalTag(tag, normalList):
"""
Write the raw data to a Normal Tag.

:param tag: The Normal Tag to write the data to.
:type tag: c4d.NormalTag
:param normalList: A list with all the raw data.
:type normalList: list[int]
"""
# Retrieves the write buffer array
if buffer is None:
raise RuntimeError("Failed to retrieves internal write data for the normal tag.")

# Translates list of short int 16 to a BitSeq (string are byte in Python 2.7)
intArray = array.array('h')
intArray.fromlist(normalList)
data = intArray.tostring()
buffer[:len(data)] = data

# Some of the data was read in a binary file/determined earlier but the variable names should be enough to tell what they are
for i in range(surfaceCount):
# Surface triangles count
# Surface Material Name
tri_vertexgroups = {}
tri_uvgroups = {}
tri_normalgroups = {}
for f in range(triCount):
vertex = vertex1,vertex2,vertex3 # pre-loaded 3 vertex indices for current face
uv = uv1,uv2,uv3 # pre-loaded 3 UV indices for current face
normal = normal1,normal2,normal3 # pre-loaded 3 normal indices for current face

# Add them to a dictionary
tri_vertexgroups[f] = vertex
tri_uvgroups[f] = uv
tri_normalgroups[f] = normal

# Create dictionary for surface's vertices
surface_vertices = {}
# Unique vertex index (used to avoid creating the same vertex twice)
unique_vertex = 0

# Create new poly
mypoly = c4d.BaseObject(c4d.Opolygon) #Create an empty polygon object
mypoly.SetName(materialName)
uv_tag = c4d.UVWTag(triCount)
nrm_tag = CreateNormalTag(mypoly,triCount)
phong_tag = c4d.BaseTag(c4d.Tphong)
phong_tag[c4d.PHONGTAG_PHONG_ANGLELIMIT]=True
phong_tag[c4d.PHONGTAG_PHONG_USEEDGES]=True
normalList = []
# Loop through number of triangles
for f in range(triCount):
# Load vertices for current triangle from the list of polygon's vertices
tri_vertices = tri_vertexgroups[f]

# Load each vertex of the triangle from a dictionary with all the UVs in the scene using it's index
vertex1 = vertices_positions[tri_vertices[0]]
vertex2 = vertices_positions[tri_vertices[1]]
vertex3 = vertices_positions[tri_vertices[2]]

if vertex1 not in surface_vertices:
# Add vertex1 to surface(polygon object)'s dictionary, with a unique index
surface_vertices[vertex1] = unique_vertex
unique_vertex += 1
# Resize our object to allow another point to be created
mypoly.ResizeObject(unique_vertex, triCount)
# Create new point
mypoly.SetPoint(surface_vertices[vertex1],c4d.Vector(vertex1[0],vertex1[1],vertex1[2]))

if vertex2 not in surface_vertices:
surface_vertices[vertex2] = unique_vertex
unique_vertex += 1
mypoly.ResizeObject(unique_vertex, triCount)
mypoly.SetPoint(surface_vertices[vertex2],c4d.Vector(vertex2[0],vertex2[1],vertex2[2]))

if vertex3 not in surface_vertices:
surface_vertices[vertex3] = unique_vertex
unique_vertex += 1
mypoly.ResizeObject(unique_vertex, triCount)
mypoly.SetPoint(surface_vertices[vertex3],c4d.Vector(vertex3[0],vertex3[1],vertex3[2]))

# Load UVs for current triangle from the list of polygon's UVs
tri_uvs = tri_uvgroups[f]

# Load each UV of the triangle from a dictionary with all the UVs in the scene using it's index
uv1 = vertices_uvs[tri_uvs[0]]
uv2 = vertices_uvs[tri_uvs[1]]
uv3 = vertices_uvs[tri_uvs[2]]

# Create polygon(triangle)
mypoly.SetPolygon(f, c4d.CPolygon(surface_vertices[vertex1],surface_vertices[vertex2],surface_vertices[vertex3]))
# Add our UV data to the UV tag
uv_tag.SetSlow(f, c4d.Vector(uv1[0], uv1[1], 0),
c4d.Vector(uv2[0], uv2[1], 0),
c4d.Vector(uv3[0], uv3[1], 0),
c4d.Vector(0,0,0))

# Load normals for current triangle from the list of polygon's normals
tri_normals = tri_normalgroups[f]

# Load each normal of the triangle from a dictionary with all the normals in the scene using it's index
normal1 = vertices_normals[tri_normals[0]] # Vector3 of normal direction
normal2 = vertices_normals[tri_normals[1]]
normal3 = vertices_normals[tri_normals[2]]
normal4 = [0.0, 0.0, 0.0]  # Even if it's a Tri, you should pass a value.

normalList.extend(normal1)
normalList.extend(normal2)
normalList.extend(normal3)
normalList.extend(normal4)

# Maps data from float to int16 value
normalListToSet = [int(normal * 32000.0) for normal in normalList]

# Writes the previous list to the normal tag.
WriteNormalTag(nrm_tag, normalListToSet)

doc.InsertObject(mypoly,None,None)
mypoly.Message(c4d.MSG_UPDATE)
mypoly.InsertTag(uv_tag)
mypoly.Message(c4d.MSG_UPDATE)
mypoly.InsertTag(phong_tag)
mypoly.Message(c4d.MSG_UPDATE)