Adjust Objects with 2 Editsliders

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

On 23/05/2013 at 13:07, xxxxxxxx wrote:

Thanx for your answers!
It works now 🙂

Greets,

Casimir