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I did restore and consolidate your postings for you in this case. I also provided a small example snippet which provides an answer, even though you have a solution of your own.
"""Provides an example for writing the selection state of a point selection tag.
The script will get an existing or create a new point selection tag for the selected object and
write a random point selection into that tag.
from typing import Optional
doc: c4d.documents.BaseDocument # The active document
op: Optional[c4d.BaseObject] # The active object, None if unselected
def main() -> None:
# Ensure the active object can carry a point selection tag in a meaningful way; is a point
# object that has at least one vertex.
if not isinstance(op, c4d.PointObject) and op.GetPointCount() > 0:
raise RuntimeError("Please select a polygon or spline object that does contain vertcies.")
# Get the first existing point selection tag on the object or create a new one.
tag = op.GetTag(c4d.Tpointselection)
if not isinstance(tag, c4d.SelectionTag):
tag = op.MakeTag(c4d.Tpointselection)
# Get the number of vertices in the object, the selection from the tag, and build a generator
# for a random set of vertex indices.
pointCount = op.GetPointCount()
selection = tag.GetBaseSelect()
selectionCount = max(1, int(pointCount / 4))
indeciesToSelect = random.choices(range(pointCount), k=selectionCount)
# Deselect all items in the selection first and then select all new indices which should be
for index in indeciesToSelect:
# Push an update event to Cinema 4D. The selection tag will now contain the new selection which has
# been defined for #selection.
if __name__ == '__main__':