Hello @roman,
I have forked this topic since this a new question. Please refer to the Forum Guidelines for details on forum procedures.
The error message AttributeError: 'NoneType' object has no attribute 'GetAllPoints'.
likely stems from you having no object selected when trying to run the script you posted. This is because the script simply assumes that op
is populated, i.e., some kind of BaseObject
, and even further it assumes that it is not only a BaseObject
but also a PointObject
. Both assumptions can prove false, as the user can have no selection, then op
is None
, or a selection which is not a PointObject
, e.g., some parametric object.
Your code will also not work for what you wanted to do regarding the last thread, as this new code only applies to a singular object. Your code is also a bit complicated for my taste, it could be done more cleanly like this:
# Get the origin of the bounding box of the object, i.e., where
# the axis should be.
origin = node.GetMp()
# The global matrix of the object.
mg = node.GetMg()
# The delta between where the axis is and where it should be
delta = c4d.Matrix(off=origin)
# Move all points by the inverse of that delta.
node.SetAllPoints([(p * ~delta) for p in node.GetAllPoints()])
# Set the new node position
node.SetMg(mg * delta)
I have provided an example solution in the context of your last topic. The major insight here is that you have to do things then in two steps. First you go over all selcted objects to set their layers and try to move their axis. And after that you can calaculate the position of the null. Please also note that:
- Moving the axis of an object can be quite the can of worms when you start touching orientation or scale, as you then also have to update tangent tags, normal tags and other data.
- The provided code is an example and might still contain bugs you must fix yourself. We cannot provide full solutions.
Cheers,
Ferdinand
The result:

The test scene:
test_scene.c4d
The code:
import c4d
def main():
"""
"""
# Start an undo stack item.
doc.StartUndo()
# Add a new top-level layer
newLayer = c4d.documents.LayerObject()
layerRoot = doc.GetLayerObjectRoot()
newLayer.InsertUnder(layerRoot)
doc.AddUndo(c4d.UNDOTYPE_NEWOBJ, newLayer)
# Let the user name the new layer
newName = c4d.gui.RenameDialog(newLayer.GetName())
newLayer[c4d.ID_BASELIST_NAME] = newName
# Get the selected objects.
selectedObjects = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_NONE)
# Iterate over the selected objects to change their layer and the layer
# of the attached materials and optionally center their axis.
for node in selectedObjects:
# Attempt to center the axis for editable objects.
if isinstance(node, c4d.PointObject):
# Get the origin of the bounding box of the object, i.e., where
# the axis should be.
origin = node.GetMp()
# The global matrix of the object.
mg = node.GetMg()
# The delta between where the axis is and where it should be
delta = c4d.Matrix(off=origin)
# Move all points by the inverse that delta.
doc.AddUndo(c4d.UNDOTYPE_CHANGE, node)
node.SetAllPoints([(p * ~delta) for p in node.GetAllPoints()])
# Move the object by that delta.
node.SetMg(mg * delta)
# Set the layer of the current node.
doc.AddUndo(c4d.UNDOTYPE_CHANGE, node)
node[c4d.ID_LAYER_LINK] = newLayer
# Get all materials attached with material tags to the node.
isTex = lambda node: node.IsInstanceOf(c4d.Ttexture)
for material in [t.GetMaterial() for t in node.GetTags() if isTex(t)]:
doc.AddUndo(c4d.UNDOTYPE_CHANGE, material)
material[c4d.ID_LAYER_LINK] = newLayer
# Compute the mean global offset for all objects in the selection.
meanOffset = (sum((n.GetMg().off for n in selectedObjects)) *
(1. / len(selectedObjects)))
# Create a null object at that offset to parent the selected objects to.
newLayerNull = c4d.BaseObject(c4d.Onull)
newLayerNull[c4d.ID_LAYER_LINK] = newLayer
newLayerNull[c4d.ID_BASELIST_NAME] = newName
newLayerNull.SetMg(c4d.Matrix(off=meanOffset))
doc.InsertObject(newLayerNull)
doc.AddUndo(c4d.UNDOTYPE_NEWOBJ, newLayerNull)
# Loop again over all selected objects to parent them to the new null
# object.
for node in selectedObjects:
# Get the global matrix of the node and then remove it from the scene.
mg = node.GetMg()
doc.AddUndo(c4d.UNDOTYPE_CHANGE, node)
node.Remove()
# Attach the node to its new parent and set its global matrix to the
# stored value.
node.InsertUnder(newLayerNull)
node.SetMg(mg)
# Close the undo item and push an update event to Cinema 4D.
doc.EndUndo()
c4d.EventAdd()
if __name__ == '__main__':
main()