Still not possible to find out what's visible in the Timeline?



  • Not sure if it is related to your crash, but I have never seen someone using isinstance() this way.

    In the C4D API, there is IsInstanceOf() to check for inheritance or type. See also Type.



  • @PluginStudent isinstance is the plain Python class comparison. IsInstanceOf() does not work here because it compares against type constants, and there is (AFAIK) no such constant for BaseDocument or BaseList2D or GeListHead.

    EDIT: Oh, I'm stupid. I just saw that such a constant is used in the original example... okay, let's try that...



  • @PluginStudent No, didn't work with IsInstanceOf either.

    For completeness: Tbasedocument and Tbaselist2d exist but are only documented in the C++ manual; missing in Python. Tgelisthead does not exist in either, so I still need to check the class against that with the Pythonic isinstance.



  • Hi Just to let you know its seems there is currently a bug somewhere (still have to figure out) but to avoid any issue check if the returned GeListHead and then if you iterate over all its children that each c4dAtom returned is alive with C4DAtom.IsAlive before doing anything on it(e.g.s print them).

    That should fix your issue.

    Cheers,
    Maxime.



  • @m_adam Thank you, unfortunately that didn't work either... I check the object, the list head, and the list nodes all for being alive, and I do not get any output that they aren't. The crashes continue.

    I have compiled the SDK, and the "Active Object Properties" dialog works fine even in places where the Python script hangs. So, it might be a Python-only issue.

    So far, I think that these places are when the script encounters a "Tags" object (type 200001048). The first place I saw this was under ProjektHooks/PLKHUD/PSUNDOHEAD/PKHOP. When I skipped that branch explicitly, the next place of crash was under Modeling Objects Hooks/Modeling Objects Branch/Plane Manipulator and Pivot Manipulator (both branches contain a "Tags" element). Didn't continue after that.

    However, trying to exclude these node types didn't help either. Apparently, the objects are so volatile that any way of touching them creates the crash already.
    (Since the scene tags also hide under these nodes, I do not want to exclude them, anyway.)

    Here's the code I tried last:

    import c4d
    from c4d import gui
    
    emCount = 0
    handledList = []
    
    def showBranchInfo(depth, obj, f):
        global emCount, handledList, maxCount, dialogCount
    
        try:
            # Validity check
            if obj == None: return
            if obj in handledList:
                print "Already handled! : ", obj
                print >>f, "Already handled! : ", obj
                f.flush()
                return
            else:
                handledList.append(obj)
            if not obj.IsAlive():
                print "Object not alive!"
                print >>f, "Object not alive!"
                f.flush()
                return
            if obj.GetType() == 200001048:
                print "Object is 200001048!"
                print >>f, "Object is 200001048!"
                f.flush()
                return
        except:
            print >>f, "ERROR in validity check"
            f.flush()
            return
    
        try:
            # Object output
            emCount += 1
            print "  " * depth, "Count=", emCount, "(object)"
            print >>f, "  " * depth, "Count=", emCount, "(object)"
            f.flush()
            if isinstance(obj, c4d.documents.BaseDocument):
                print "  " * depth, "DOC:", obj.GetDocumentName()
                print >>f, "  " * depth, "DOC:", obj.GetDocumentName()
                f.flush()
                # this is also a BaseList2D so we can continue
            elif not isinstance(obj, c4d.BaseList2D):
                print "  " * depth, "Not a BaseList2D: ", obj
                print >>f, "  " * depth, "Not a BaseList2D:", obj
                f.flush()
                return
            else:
                print "  " * depth, "OBJ:", obj.GetName()
                print >>f, "  " * depth, "OBJ:", obj.GetName()
                f.flush()
        except:
            print >>f, "ERROR in object output"
            f.flush()
            return
    
        try:
            child = obj.GetDown()
            if child != None:
                while child:
                    showBranchInfo(depth + 1, child, f)
                    child = child.GetNext()
        except:
            print >>f, "ERROR in subobject recursion"
            f.flush()
            return
    
        try:
            bis = obj.GetBranchInfo()
            if bis == None:
                print "ERROR: no branch info retrieved"
                print >>f, "ERROR: no branch info retrieved"
                f.flush()
                return
            # empty branch info is allowed, so no len() check!
        except:
            print >>f, "ERROR in GetBranchInfo"
            f.flush()
            return
    
        try:
            for bi in bis: # list of dict{‘head’, ‘name’, ‘id’, ‘flags’}
    
                try:
                    if len(bi) == 0:
                        print "ERROR: no entries in dict list"
                        print >>f, "ERROR: no entries in dict list"
                        f.flush()
                        return
                    listHead = bi['head']
                    nodeName = bi['name']
                    # print bi['id']
                    # print bi['flags']
                except:
                    print >>f, "ERROR in dict list check"
                    f.flush()
                    return
    
                try:
                    # List head output
                    emCount += 1
                    node = None
                    print "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                    print >>f, "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                    f.flush()
                    # Crash irgendwo hier
                    if listHead == None:
                        print "  " * (depth+1), "No list head"
                        print >>f, "  " * (depth+1), "No list head"
                        f.flush()
                    elif not listHead.IsAlive():
                        print "List head not alive!"
                        print >>f, "List head not alive!"
                        f.flush()
                    elif not isinstance(listHead, c4d.GeListHead):
                        print "  " * (depth+1), "Not a GeListHead:", listHead
                        print >>f, "  " * (depth+1), "Not a GeListHead:", listHead
                        f.flush()
                    else:
                        print "  " * (depth+1), nodeName, listHead
                        print >>f, "  " * (depth+1), nodeName, listHead
                        f.flush()
                        node = listHead.GetFirst()
                except:
                    print >>f, "ERROR in list head output"
                    f.flush()
                    return
    
                try:
                    # Content of sublist branch
                    locCount = 0
                    if node == None:
                        print "  " * (depth+2), "Empty list"
                        print >>f, "  " * (depth+2), "Empty list"
                        f.flush()
                    while node != None:
                        if node.IsAlive():
                            if node.GetType() != 200001048:
                                emCount += 1
                                print "  " * (depth+2), "El:", locCount, node
                                print >>f, "  " * (depth+2), "El:", locCount, node
                                f.flush()
                                locCount += 1
                                if isinstance(node, c4d.BaseList2D):
                                    showBranchInfo(depth + 3, node, f)
                                    # no else case; node was already printed
                            else:
                                print "List node is 200001048!"
                                print >>f, "List node is 200001048!"
                                f.flush()
                                return
                        else:
                            print "List node not alive!"
                            print >>f, "List node not alive!"
                            f.flush()
                        node = node.GetNext()
                except:
                    print >>f, "ERROR in sublist branch handling"
                    f.flush()
                    return
    
            # missing here: recurse into children of "node" or "obj"
        except:
            print >>f, "ERROR in dictionary loop"
            f.flush()
            return
    
        try:
            print >>f, "  " * depth, "Returning from depth:", depth
            f.flush()
        except:
            print >>f, "ERROR in return"
            f.flush()
            return
    
    
    def main():
        print " "
        print "GetBranchInfo"
        print "============="
        f = open("L:/getbranchinfo.txt", "at")
        showBranchInfo(1, doc, f)
        f.close()
    
    
    if __name__=='__main__':
        main()
    

    You can happily ignore the try/except blocks, as they never caught any error.
    Considering that the code now consists of 80% error checking, this is a very frustrating exercise.

    Interestingly, my initial example that uses GetCTracks() works fine (for what it does) and does not crash, even when handling (scene) tags. I suspect the issue ultimately lies in the GetBranchInfo() function somewhere.



  • creating a cube and call op.GetBranchInfo is enough to trigger a crash, since its a C++ crash, there is no room for python to catch it.



  • @m_adam oops... didn't expect that, since the Active Object Properties sample works fine (solely in C++).



  • Okay, it's definitely the Tags node. I added some code to check for the name "Tags" in the list returned by GetBranchInfo() to skip that dictionary entry before even the list head is touched. That works, the recursion/iteration is running through without crash.

    Of course, that makes the scene tags disappear from the list, so I also added in an else case that explicitly calls GetTags() on the original object, and continues the recursion with any returned tags.

    For testing, I also added a collector list for the tracks (which were the original goal of this exercise...) and print the tracks at the end of the code. For a few test scenes, this apparently works; I have no idea about the overall soundness and completeness of this workaround though.

    Here's the code for anyone who might face the same issue:

    import c4d
    from c4d import gui
    
    emCount = 0
    handledList = []
    tracks = []
    
    def showBranchInfo(depth, obj, f):
        global emCount, handledList, maxCount, dialogCount, tracks
    
        # Validity check
        if obj == None: return
        if not obj.IsAlive():
            print "Object not alive!"
            print >>f, "Object not alive!"
            f.flush()
            return
        if obj.GetType() == 200001048:
            print "Object is 200001048!"
            print >>f, "Object is 200001048!"
            f.flush()
            return
        if obj in handledList:
            print "Already handled! : ", obj
            print >>f, "Already handled! : ", obj
            f.flush()
            return
        else:
            handledList.append(obj)
    
        # Object output
        emCount += 1
        print "  " * depth, "Count=", emCount, "(object)"
        print >>f, "  " * depth, "Count=", emCount, "(object)"
        f.flush()
        if isinstance(obj, c4d.documents.BaseDocument):
            print "  " * depth, "DOC:", obj.GetDocumentName()
            print >>f, "  " * depth, "DOC:", obj.GetDocumentName()
            f.flush()
            # this is also a BaseList2D so we can continue
        elif not isinstance(obj, c4d.BaseList2D):
            print "  " * depth, "Not a BaseList2D: ", obj
            print >>f, "  " * depth, "Not a BaseList2D:", obj
            f.flush()
            return
        else:
            print "  " * depth, "OBJ:", obj.GetName()
            print >>f, "  " * depth, "OBJ:", obj.GetName()
            f.flush()
    
        # assemble the tracks of the object
        addTracks = obj.GetCTracks() # returns a list
        tracks.extend(addTracks)
    
        # go through the children of the object if present
        child = obj.GetDown()
        if child != None:
            while child:
                showBranchInfo(depth + 1, child, f)
                child = child.GetNext()
    
        # check the branch info and go into all dependent branches
        bis = obj.GetBranchInfo()
        if bis == None or len(bis) == 0:
            print "  " * (depth+1), "No branch info retrieved, or empty"
            print >>f, "  " * (depth+1), "No branch info retrieved, or empty"
            f.flush()
            return
    
        for bi in bis: # list of dict{‘head’, ‘name’, ‘id’, ‘flags’}
    
            if len(bi) == 0:
                print "ERROR: no entries in dict list"
                print >>f, "ERROR: no entries in dict list"
                f.flush()
                return
            nodeName = bi['name']
            if nodeName != "Tags":
                listHead = bi['head']
                # print bi['id']
                # print bi['flags']
    
                # List head output
                emCount += 1
                node = None
                print "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                print >>f, "  " * (depth+1), "Count=", emCount, "(list head)", nodeName
                f.flush()
                # Crash irgendwo hier
                if listHead == None:
                    print "  " * (depth+1), "No list head"
                    print >>f, "  " * (depth+1), "No list head"
                    f.flush()
                elif not listHead.IsAlive():
                    print "List head not alive!"
                    print >>f, "List head not alive!"
                    f.flush()
                elif not isinstance(listHead, c4d.GeListHead):
                    print "  " * (depth+1), "Not a GeListHead:", listHead
                    print >>f, "  " * (depth+1), "Not a GeListHead:", listHead
                    f.flush()
                else:
                    print "  " * (depth+1), nodeName, listHead
                    print >>f, "  " * (depth+1), nodeName, listHead
                    f.flush()
                    node = listHead.GetFirst()
    
                # Content of sublist branch
                locCount = 0
                if node == None:
                    print "  " * (depth+2), "Empty list"
                    print >>f, "  " * (depth+2), "Empty list"
                    f.flush()
                while node != None:
                    if node.IsAlive():
                        if node.GetType() != 200001048:
                            emCount += 1
                            print "  " * (depth+2), "El:", locCount, node
                            print >>f, "  " * (depth+2), "El:", locCount, node
                            f.flush()
                            locCount += 1
                            if isinstance(node, c4d.BaseList2D):
                                showBranchInfo(depth + 3, node, f)
                                # no else case; node was already printed
                        else:
                            print "List node is 200001048!"
                            print >>f, "List node is 200001048!"
                            f.flush()
                            return
                    else:
                        print "List node not alive!"
                        print >>f, "List node not alive!"
                        f.flush()
                    node = node.GetNext()
            else:
                print "Tags skipped!"
                print >>f, "Tags skipped!"
                f.flush()
                if isinstance(obj,c4d.BaseObject):
                    taglist = obj.GetTags()
                    print "  " * (depth+2), "Tag list, length=", len(taglist)
                    print >>f, "  " * (depth+2), "Tag list, length=", len(taglist)
                    f.flush()
                    for tag in taglist:
                        showBranchInfo(depth + 3, tag, f)
    
        # missing here: recurse into children of "node" or "obj"
    
        print >>f, "  " * depth, "Returning from depth:", depth
        f.flush()
    
    
    def main():
        global tracks
        print " "
        print "GetBranchInfo"
        print "============="
        f = open("L:/getbranchinfo.txt", "at")
        showBranchInfo(1, doc, f)
        for track in tracks:
            print track
            print >>f, track
        f.close()
    
    
    if __name__=='__main__':
        main()
    

    (also, unsolicited advertising because I really spend too much time with this)
    https://www.patreon.com/cairyn
    there you go!



  • Hi, I found the issue, unfortunately, nothing on your side you can do to fix it.

    I marked this topic as solved, and will bump the topic once a fix is included in a public release.
    Keep in mind this is a Python only issue.

    Cheers,
    Maxime.



  • @m_adam okay, good that it's found... I guess I can go with the code above for now that excludes tags explicitly and gathers them in a different recursion.

    As per the original issue (there is no function in the API that returns the currently visible tracks in timeline n), I guess I would need to make a requirement/suggestion on Maxon's site? Or is something like this planned already?