Object scaling



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/05/2012 at 06:06, xxxxxxxx wrote:

    Thank you Yannick :)

    1. ?

    Originally posted by xxxxxxxx

    To do that you can access the object description. For example drag the cube's Size.x to the edittext in the console, you'll get:

    Cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_X]
    

    Now you can set the Size.x:

    Cube[c4d.PRIM_CUBE_LEN,c4d.VECTOR_X] *= 2
    

    let me be more precise, i agree with you, but i'm looking for something more 'general'. while this formula will work only with cubes ... i don't know if this is possible, thats why i'm asking ;)

    Originally posted by xxxxxxxx

    By HUD do you main GUI ? What kind of information do you want to ouput ?

    i mean tha same thing when you drag&drop any properties into the viewport, or by doing right click>> Add to the HUD.
    i want to display some integer values, or custom text.
     
    thank you again!
    cheers



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/05/2012 at 07:14, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    let me be more precise, i agree with you, but i'm looking for something more 'general'. while this formula will work only with cubes ... i don't know if this is possible, thats why i'm asking ;)

    For all primitive objects you can scale them with ID_BASEOBJECT_REL_SCALE:

    Cube[c4d.ID_BASEOBJECT_REL_SCALE,c4d.VECTOR_X] = 2.0
    

    Originally posted by xxxxxxxx

    i mean the same thing when you drag&drop any properties into the viewport, or by doing right click>> Add to the HUD.
    i want to display some integer values, or custom text.

    I'm afraid, this isn't possible to do in Python.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 04/05/2012 at 12:09, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    For all primitive objects you can scale them with ID_BASEOBJECT_REL_SCALE:

    Cube[c4d.ID_BASEOBJECT_REL_SCALE,c4d.VECTOR_X] = 2.0
    

    hmm ... ok!

    Originally posted by xxxxxxxx

    I'm afraid, this isn't possible to do in Python.

    ..which means that is possible in c++?
    thank you!
    Best.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/05/2012 at 05:11, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    Originally posted by xxxxxxxx

    I'm afraid, this isn't possible to do in Python.

    ..which means that is possible in c++?

    In C++ neither.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/05/2012 at 05:30, xxxxxxxx wrote:

    you could draw your text with the basedraw class.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/05/2012 at 07:42, xxxxxxxx wrote:

    Concerning to what littledevil said, you may use the DrawHelper plugin to enhance your skills with
    the BaseDraw class. 😉 It is similiar to the PyGenerator Object, but instead of generating Objects,
    it enables you to do drawings into the Viewport.

    Available gloabl variables are:

    raw:       the ObjectData Instance of the DrawHelper object
    op:        the BaseObject Instance (like in a PyGenerator)
    drawpass:  the Drawpass
    bd:        the BaseDraw Instance
    bh:        the BaseDrawHelper Instance
    

    Note: Take care that you don't have important scenes opened. I must admit that I have noticed several crashes when closing Cinema 4D and the DrawHelper object is present in your scene.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/05/2012 at 14:34, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    you could draw your text with the basedraw class.

    Yes, it is possible. By first drawing text into a bitmap with the GeClipMap class. Then drawing this bitmap with DrawTexture() into a view BaseDraw.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/05/2012 at 21:07, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    Concerning to what littledevil said, you may use the DrawHelper plugin to enhance your skills with
    the BaseDraw class. 😉 It is similiar to the PyGenerator Object, but instead of generating Objects,
    it enables you to do drawings into the Viewport.

    Available gloabl variables are:

    raw: the ObjectData Instance of the DrawHelper object
    op: the BaseObject Instance (like in a PyGenerator)
    drawpass: the Drawpass
    bd: the BaseDraw Instance
    bh: the BaseDrawHelper Instance
    Note: Take care that you don't have important scenes opened. I must admit that I have noticed several crashes when closing Cinema 4D and the DrawHelper object is present in your scene.

    Very interresting plugin 👏! thank you NiklasR ;)

    Originally posted by xxxxxxxx

    you could draw your text with the basedraw class.

    Originally posted by xxxxxxxx

    Originally posted by xxxxxxxx

    you could draw your text with the basedraw class.

    Yes, it is possible. By first drawing text into a bitmap with the GeClipMap class. Then drawing this bitmap with DrawTexture() into a view BaseDraw.

    i'll test this, thnx 😄

    actually, another problem disturbing me now, in fact i'm trying to make a plugin tool, and i'm trying to understand how to get some values (combobox value, and number) from the subDialog interface.

    i tried to get them from the 'data' container (cf. mouseinput, draw, etc..)  but it seems empty :S

    here an example that i did yesterday :

    import c4d, os
      
    IDP = 1000001
      
      
    class myToolDialog(c4d.gui.SubDialog) :
    	
    	ID_COMBO	 = 10002
    	ID_NBR	   = 10003
    		
    	def CreateLayout(self) :
      
    		self.GroupBegin(10000, c4d.BFH_FIT, 3, 1)
    		self.GroupBorderSpace(10, 10, 10, 10)
    		
    		self.AddStaticText(10001, c4d.BFH_LEFT,0,0," Value  ", c4d.BORDER_NONE)
    		self.AddComboBox(self.ID_COMBO, c4d.BFH_SCALE | c4d.BFH_FIT, 0, 0, False)
    		self.AddChild(self.ID_COMBO, 200, " Red ")
    		self.AddChild(self.ID_COMBO, 201, " Blue ")
    		self.AddEditNumberArrows(self.ID_NBR, c4d.BFH_FIT)
    		
    		self.GroupEnd()
    		
      
    		return True
      
      
      
    	def InitValues(self) :
    		self.SetLong(self.ID_COMBO, 200)
    		self.SetReal(self.ID_NBR, 10)
    		return True
      
      
    		
    		
    		
    class MyToolPlugin(c4d.plugins.ToolData) :
      
      
    	def MouseInput(self, doc, data, bd, win, msg) :
    		value   = self.dialog.GetLong(10002)
    		nbr	 = self.dialog.GetReal(10003)
    		
    		#print 'On Click >>> Value : ', value, ' >>> Nbr : ', nbr
    		return True
      
    		
    	def Draw(self, doc, data, bd, bh, bt, flags) :
    	
    		value = self.dialog.GetLong(10002)
    		nbr	 = self.dialog.GetReal(10003) 
    		print 'Draw >>> Value : ', value, ' >>> Nbr : ', nbr
    		
    		if value == 200:
    			color = c4d.Vector(1,0,0)
    		else:
    			color = c4d.Vector(0,0,1)
    			
    		bd.SetMatrix_Matrix(None, c4d.Matrix())		
    		bd.DrawSphere( c4d.Vector(0,0,0), c4d.Vector(nbr, nbr, nbr), color, 0 )
    		
    		return c4d.DRAWRESULT_OK
      
    	
    	
    	def AllocSubDialog(self, bc) :
    		self.dialog = myToolDialog()
    		return self.dialog		
      
      
    if __name__ =='__main__': 
    	mypath, myfn = os.path.split(__file__)
    	c4d.plugins.RegisterToolPlugin(id=IDP, str="Test", info=2,icon=None, help="TEst test", dat = MyToolPlugin())  
    


  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 07/05/2012 at 19:42, xxxxxxxx wrote:

    any idea ?
    i'm also trying to use external description resources, but the layout isn't loaded :S



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 08/05/2012 at 00:34, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    any idea ?
    i'm also trying to use external description resources, but the layout isn't loaded :S

    Please have a look at Liquid Painter example to see how this could be done.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 09/05/2012 at 13:57, xxxxxxxx wrote:

    I'm not very good at dictionaries( because I don't use them very often). And I found the code in the LP plugin quite convoluted and hard to follow.
    It was quite a frustrating experience for me.

    I re-wrote my SplineDraw tool using a dictionary in a similar manner. And I think it's a lot simpler and easier to understand how it works the way I wrote it.
    https://sites.google.com/site/scottayersmedia/SplineDraw_Python.zip

    -ScottA


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