Create objects without showing them in the hierarc



  • On 02/04/2013 at 08:59, xxxxxxxx wrote:

    Is it possible to creating objects and have them not showing  in the hierarchy?
    For example, the Cloner creates objects (clones / instances) but you do not see them in the hierarchy?
    Also the Explosion deformer e.g. creates polygons(?), but I do not see them anywhere?
    How is this done?



  • On 02/04/2013 at 10:24, xxxxxxxx wrote:

    See c4d.plugins.ObjectData and its GetVirtualObjects() method.

    Best,
    -Niklas



  • On 02/04/2013 at 12:27, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    See c4d.plugins.ObjectData and its GetVirtualObjects() method.

    Best,
    -Niklas

    Thanks. I did have a short look at the mentioned examples.
    It seems a lot of code for something simple(?).

    It will take some time to understand, but I''ll gibe it a try.

    Regards, Pim



  • On 02/04/2013 at 12:44, xxxxxxxx wrote:

    GetVirtualObjects() would be the plugin based approach, you can also always use
    NBIT_OHIDE to hide a GeListNode. While an ObjectData plugin will always create 
    one object, the NBIT allows you to entirely hide an object (hierarchy). NBITS allow
    you also to hide stuff in the material manger and the timeline. but for most cases
    GVO would be the common approach.

    an advantage would be that is a one-liner and also does work for scripts.

    myGeListNode.ChangeNBit(c4d.NBIT_OHIDE, c4d.NBITCONTROL_SET)
    


  • On 02/04/2013 at 13:09, xxxxxxxx wrote:

    @pgroof: Well, it's a plugin. It requires some basic anmount of code like subclassing, registering and the
    plugin's description. You can also look at the Python Generator object. The main() function there is
    equivalent to ObjectData.GetVirtualObjects().

    @littledevil: But it also has the disadvantage that the object can be
    revealed by another script again. :)

    Best,
    -Niklas


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