SOLVED With the new asset browser, API for the content browser is no longer possible?

Hi,

Just to confirm with the new asset browser, API for the content browser is no longer possible?
Is this assessment correct?

What's wrong with the asset browser, it modifies your existing asset to a database format.
It's no go for me.

Regards,
Ben

Hello @bentraje,

thank you for reaching out to us. I am however a bit unsure how to read your question.

Just to confirm with the new asset browser, API for the content browser is no longer possible?

The legacy content browser has never been exposed to Python; which is the environment you flagged your posting as. The SDKBrowser, the bit weird name for the legacy content browser SDK interface, is still available in C++ (which is now a binding to the new system). One of the major entry points for the new asset system is AssetRepositoryInterface in C++.

To my knowledge there were never plans to expose SDKBrowser to Python, do you have other information? You can of course still interact with lib4d files on a lower level in Python; when you happen to know how they are composed. But this is obviously not something for which we can provide support.

What's wrong with the asset browser, it modifies your existing asset to a database format.

I am also not sure how this is meant, since the content browser also did provide its own container format, i.e., lib4d. What is the distinction between a container format and a "database format" you would make?

I am fairly sure that I do misunderstand you here in some way, but I currently do not see another way to interpret your posting. So, I would have to ask you to clarify the points where I did get you wrong.

Cheers,
Ferdinand

Hi @ferdinand. Thanks for the response

Oh gotcha. So we can access Content Browser through C++? Like select objects in content browser and open it in C4D?

RE: its own container format, i.e., lib4d.
You can view files in content browser with just fbx or obj files. It doesn't have to be in lib4d format.

Hello @bentraje,

I am so sorry, I did overlook your answer here somehow.

So we can access Content Browser through C++? Like select objects in content browser and open it in C4D?

The answer to that depends a bit on how you mean the quoted part. Just like for most other modules and libraries, the SDK does not expose the manger itself, but the logic behind it. So, the SDKBrowser cannot remote control the content browser manager, by for example, opening menus, pressing buttons, etc. in it. Instead it will provide an interface which exposes the important functionalities of the content browser on a more abstract level.

There are quite a few types involved with Browser library, the most important ones in this case being the SDKBrowser type, which effectively acts like a database interface, and SDKBrowserContentNode, which is the major ressource element in such database. Via SDKBrowser you can add, remove or search for nodes and more. In case this did not clarify your questions, I would reccomend having a look at the type definitions in order to find out if it can do what you need.

You can view files in content browser with just fbx or obj files. It doesn't have to be in lib4d format.

So you want to use it like a file manger, i.e., without an index file, e.g. lib4d, which binds all the assets together? The asset browser works here indeed differently, but as I said, the content browser is still around, if you are after a file manger within Cinema 4D.

Cheers,
Ferdinand

Thanks for the explanation.

RE: So you want to use it like a file manger
Yep yep. The main reason is we use several software and not only C4D. So having to build an asset system that only reads in C4D is limiting. It's a no go.

Anyway, for those wondering, I found a way with the Megascan's Bridge as it accepts custom asset.

Will close this thread accordingly.