On 23/05/2013 at 10:45, xxxxxxxx wrote:
Hi,
I need to adjust an object, but the values I need for that come from two different sliders.
Does somebody know an easy way to accomplish that?
Tnx
Casimir
On 23/05/2013 at 10:45, xxxxxxxx wrote:
Hi,
I need to adjust an object, but the values I need for that come from two different sliders.
Does somebody know an easy way to accomplish that?
Tnx
Casimir
On 23/05/2013 at 11:14, xxxxxxxx wrote:
please describe exactly what you want to do. we know nothing about the location of
the gui gadgets.
On 23/05/2013 at 11:44, xxxxxxxx wrote:
L_Leg[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_Y] = FOOT_Y/2 + LEG_Y/2
--> This is the one that needs to change
import c4d
import os
import sys
from c4d import gui, plugins, bitmaps, documents, utils
from c4d.modules import mograph
PLUGIN_ID = 1000003 # Test ID
#Global Variables
ZERO = 0
FOOT_Y_TEXT = 1002
FOOT_Y_SLIDER = 1003
LEG_Y_TEXT = 1010
LEG_Y_SLIDER = 1011
#Groups
GroupFoot = 20100
GroupLeg = 20101
def AddLeftLeg(doc) :
FOOT_Y = 4.0
FOOT_AXIS_X = 11.0
LEG_X = 14.0
LEG_Y = 38.0
LEG_Z = 14.0
if (doc.SearchObject('L_Leg') == None) :
global L_Leg
L_Leg = c4d.BaseObject(c4d.Ocube)
L_Leg[c4d.PRIM_CUBE_LEN, c4d.VECTOR_X] = LEG_X
L_Leg[c4d.PRIM_CUBE_LEN, c4d.VECTOR_Y] = LEG_Y
L_Leg[c4d.PRIM_CUBE_LEN, c4d.VECTOR_Z] = LEG_Z
L_Leg[c4d.PRIM_CUBE_SUBY] = 2 #Segments
L_Leg[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_X] = FOOT_AXIS_X
#L_Leg[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_Y] = FOOT_Y/2 + LEG_Y/2
L_Leg.SetName('L_Leg')
doc.InsertObject(L_Leg)
c4d.EventAdd()
#SliderDialog
class InitializeSubDialog(c4d.gui.GeDialog) :
def CreateLayout(self) : #Layout
self.SetTitle("Character Values")
#Group Foot
self.GroupBegin(GroupFoot, c4d.BFH_SCALEFIT, 2, 0, "Foot")
self.GroupBorderSpace(5, 5, 5, 5)
self.GroupBorder(c4d.BORDER_GROUP_IN)
self.AddStaticText(FOOT_Y_TEXT, c4d.BFH_LEFT, 100, 0, "Foot_Y", 0)
self.AddEditSlider(FOOT_Y_SLIDER, c4d.BFH_SCALEFIT, 100, 0)
self.GroupEnd()
#Group Leg
self.GroupBegin(GroupLeg, c4d.BFH_SCALEFIT, 2, 0, "Leg")
self.GroupBorderSpace(5, 5, 5, 5)
self.GroupBorder(c4d.BORDER_GROUP_IN)
self.AddStaticText(LEG_Y_TEXT, c4d.BFH_LEFT, 100, 0, "Leg_Y", 0)
self.AddEditSlider(LEG_Y_SLIDER, c4d.BFH_SCALEFIT, 100, 0)
self.GroupEnd()
return True
def InitValues(self) : #Initialize Layout Values (Called when the dialog is initialized by the GUI.)
self.SetReal(id = FOOT_Y_SLIDER, value = 4.0, min = 2.0, max = 10.0, step = 1.0, format = c4d.FORMAT_METER)
self.SetReal(id = LEG_Y_SLIDER, value = 38.0, min = 20.0, max = 60.0, step = 1.0, format = c4d.FORMAT_METER)
return True
def Command(self, id, msg) : #Commands
FOOT_Y = 4.0
LEG_Y = 38.0
if (id == FOOT_Y_SLIDER) : #Foot_Y Slider
FOOT_Y = self.GetReal(FOOT_Y_SLIDER)
#L_Leg[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_Y] = FOOT_Y/2 + LEG_Y/2
c4d.EventAdd()
if (id == LEG_Y_SLIDER) : #Leg_Y Slider
LEG_Y = self.GetReal(LEG_Y_SLIDER)
L_Leg[c4d.PRIM_CUBE_LEN, c4d.VECTOR_Y] = LEG_Y
#L_Leg[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_Y] = FOOT_Y/2 + LEG_Y/2
c4d.EventAdd()
return True
#MainDialog
class InitializeDialog(c4d.gui.GeDialog) :
subdlg = InitializeSubDialog() #The sub dialog's local class member instance <--- VERY IMPORTANT
def CreateLayout(self) : #Layout
self.SetTitle("Character Creator")
self.AddStaticText(0, c4d.BFH_CENTER, 0, 0, "GENDER", 0)
self.AddComboBox(10001, c4d.BFH_CENTER, 200, 0)
self.AddChild(10001, 0, "MALE")
self.AddChild(10001, 1, "FEMALE")
self.AddSeparatorH(200, c4d.BFH_CENTER)
self.AddButton(10002, c4d.BFH_CENTER, 150, 0, "Create Character")
return True
def InitValues(self) : #Initialize Layout Values (Called when the dialog is initialized by the GUI.)
return True
def Command(self, id, msg) : #Commands
if (id == 10002) : #Button Create Character
GENDER = self.GetLong(10001)
print GENDER
doc = c4d.documents.GetActiveDocument()
AddLeftLeg(doc)
c4d.CallCommand(12148) #Frame Geometry
self.subdlg.Open(dlgtype = c4d.DLG_TYPE_ASYNC, pluginid = PLUGIN_ID, defaultw = 500, defaulth = 600)
c4d.EventAdd()
return True
#PluginData
class Initialize(c4d.plugins.CommandData) :
dialog = None
def Init(self, op) :
self.RestoreLayout()
return True
def Message(self, type, data) :
return True
def Execute(self, doc) :
if self.dialog is None:
self.dialog = InitializeDialog()
return self.dialog.Open(dlgtype = c4d.DLG_TYPE_ASYNC, pluginid = PLUGIN_ID, defaultw = 200, defaulth = 160)
if __name__ == "__main__":
bmp = c4d.bitmaps.BaseBitmap()
dir, file = os.path.split(__file__)
fn = os.path.join(dir, "res", "CHARACTER_CREATOR.tif")
bmp.InitWith(fn)
print "Character Creator Loaded."
result = plugins.RegisterCommandPlugin(PLUGIN_ID, "Character Creator", 0, bmp, "Character Creator", Initialize())
On 23/05/2013 at 12:02, xxxxxxxx wrote:
I'm currently not in the mood to read through your wall of code. You either describe the problem
*specifically* or wait/hope for someone to dig through your code and probably get the gist of
your problem.
One of my favorite tips that might help you describe your problem:
- Where exactly in your code is the problem? Provide a short snippet with the line(s) highlighted
and a short explanation of the context.
-Nik
On 23/05/2013 at 12:17, xxxxxxxx wrote:
Well, I want to change an objects position, but that position should be the sum of the two edit sliders (something like that). It also needs to be updated whenever a slider changes.
def Command(self, id, msg) : #Commands
FOOT_Y = 4.0
LEG_Y = 38.0
if (id == FOOT_Y_SLIDER) : #Foot_Y Slider
FOOT_Y = self.GetReal(FOOT_Y_SLIDER)
#L_Leg[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_Y] = FOOT_Y/2 + LEG_Y/2
c4d.EventAdd()
if (id == LEG_Y_SLIDER) : #Leg_Y Slider
LEG_Y = self.GetReal(LEG_Y_SLIDER)
L_Leg[c4d.PRIM_CUBE_LEN, c4d.VECTOR_Y] = LEG_Y
#L_Leg[c4d.ID_BASEOBJECT_REL_POSITION, c4d.VECTOR_Y] = FOOT_Y/2 + LEG_Y/2
c4d.EventAdd()
return True
On 23/05/2013 at 12:30, xxxxxxxx wrote:
That's better already. But where is the actual problem? The code you show looks ok. When
you uncomment the purple lines, it should behave as expected: The object's y-position is set to
the result of the equation FOOT_Y/2 + LEG_Y/2.
PS: Please use the BB CODE tags or format your code accordingly so it is easier to read.
-Nik
On 23/05/2013 at 12:43, xxxxxxxx wrote:
After uncommenting the code, when I change the Leg-Slider, it works fine but when I change the Foot-Slider, instead of using the new LEG_Y value, he just uses the old LEG_Y value, which I don't want to happen.
Greets
On 23/05/2013 at 12:49, xxxxxxxx wrote:
As I said, the expected behaviour.
You are setting LEG_Y to 4.0. If the Command() message passes the id FOOT_Y_SLIDER, you do
not obtain the slider value for LEG_Y, but instead use the 4.0 from above.
def Command(self, id, msg) :
# In case you also have other widgets that don't require the
# L_Leg object to change, use this to only update the object
# when necessary.
if id in (FOOT_Y_SLIDER, LEG_Y_SLIDER) :
FOOT_Y = self.GetReal(FOOT_Y_SLIDER)
LEG_Y = self.GetReal(LEG_Y_SLIDER)
pos = L_Leg.GetRelPos()
pos.y = (FOOT_Y + LEG_Y) / 2.0
L_Leg.SetRelPos(pos)
c4d.EventAdd()
return True
id in (FOOT_Y_SLIDER, LEG_Y_SLIDER) is equal to id == FOOT_Y_SLIDER or id == LEG_Y_SLIDER.
-Nik