offset XRef animation

  • On 09/04/2013 at 08:55, xxxxxxxx wrote:

    Hi all,

    I am trying to  set the 'offset' parameter of an XRef object, but I can't get it to work. Does anybody know what I am doing wrong?

    Here's my code:

    op[c4d.ID_CA_XREF_OFFSET] = c4d.BaseTime(10,doc.GetFps())

    Thanks in advance!

  • On 09/04/2013 at 09:16, xxxxxxxx wrote:

    your code is technically correct, however the definition of your basetime is a bit unusual.
    the basetime denominator is not meant to be the documents frames per second. basetime 
    is just a format to store fractional values like 1/3 without rounding errors. the basetime in 
    your example would be for 30 fps 10.0/30.0 = 0.3_ sec.

  • On 09/04/2013 at 10:20, xxxxxxxx wrote:

    Hi, and thanks for the reply.

    So do you know what to change to get it to work? What is the correct use of c4d.basetime?


  • On 09/04/2013 at 10:36, xxxxxxxx wrote:

    it is difficult to say what is right and what is wrong in your context. when you want to set
    the xref time offset to 10 seconds it is simply

    op[c4d.ID_CA_XREF_OFFSET] = c4d.BaseTime(10)

    if your code still does not work as expected you will have to add a more extensive example.

  • On 09/04/2013 at 11:31, xxxxxxxx wrote:

    Hi again,

    If I have an XRef object in the scene, select it and run this code:

    import c4d
    op[c4d.ID_CA_XREF_OFFSET] = c4d.BaseTime(10)

    Then nothing happens. No changed offset, no errors in the console. Nothing.

  • On 09/04/2013 at 12:09, xxxxxxxx wrote:

    i do not mean to be rude but your code does not make any sense at all. op is a predefined 
    variable which is pointing to the hosting object for a script. for an actual script this is None,
    for a python tag it is the tag and for a python node the GvNode. so op can never be a xref
    in a scripting environment. also your snippet is pretty unusual, as you include the import 
    statements but not any wrapping method for your code.

    this script will set the time offset to 10 sec for the currently selected xref. edit: it does not
    actually check if obj is a baselist2d (and a xref) so this is something you might want to change
    for an actual script ;)

    import c4d
    def main() :
        obj = doc.GetActiveObject()
        obj[c4d.ID_CA_XREF_GENERATOR]]= True
        obj[c4d.ID_CA_XREF_OFFSET] = c4d.BaseTime(10)
    if __name__=='__main__':

  • On 09/04/2013 at 12:27, xxxxxxxx wrote:

    And Hi again ;)

    Hmmm... either I am not getting it or something weird is going on, because if I run your code while an XRef object is selected, the offset does not change. (By the way, there is one bracket too many in your script that caused it to throw an error initially) Have you tried the script yourself? Does it work for you?

    I modified your code a bit to test some things. When i put in some lines to change some other parameters, those lines seem to work fine. See the comments in the code. Strange...

    Thanks very much for taking the time to help me though! Cheers!

    import c4d

    def main() :
        obj = doc.GetActiveObject()
        #this doesn't seem to do anything:
        obj[c4d.ID_CA_XREF_GENERATOR] = True
        obj[c4d.ID_CA_XREF_OFFSET] = c4d.BaseTime(10)
        #this, however, works fine:
        obj[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_X] = 10
        obj[c4d.ID_CA_XREF_SHOWOBJECTS] = False

    if __name__=='__main__':

  • On 09/04/2013 at 12:52, xxxxxxxx wrote:


    no i hadn't tested it. there is some strange behaviour for xref objects going on. but if you set
    the generator flag manually (not sure why c4d refuses it to be set programmatically) the offset
    value will be written correctly. this time i have actually tested it ;)

  • On 09/04/2013 at 12:55, xxxxxxxx wrote:

    Ah! Finally! Thanks a lot man!

  • On 09/04/2013 at 14:54, xxxxxxxx wrote:

    op is referring to the active object in a script, so you can omitt this line: obj = doc.GetActiveObject()


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