Open Texture using CallButton



  • On 04/06/2013 at 06:04, xxxxxxxx wrote:

    I want to open a texture in my scene.

    Looking at the interface, you click Open Texture and then a standard file dialog opens and you can select a file. I want to do this 'automatically'. I already have the filename.
    I can simulate OpenTexture using CallCommand or CallButton, but I do not know the ID's for the different dialog fields (to simulate) : "File Name" and "Open".
    Are the ID''s part of a OpenTexture DLG or the standard file dialog. If so, which Tool to use for the CallButton?

    So something like this

    OpenTexture_ID=170001 # Open Texture...
        OpenTexture=c4d.plugins.FindPlugin(OpenTexture_ID, c4d.PLUGINTYPE_ANY)

    c4d.CallButton(OpenTexture,set filename)
        c4d.CallButton(OpenTexture,Open)
        
    Here the complete code of what I''m trying to do.

    import c4d, os
    from c4d import bitmaps, gui, plugins, utils
      
    ### Open Texture ###
      
    PLUGIN_ID = 14500219 #TestID only!!!!!!!!!!!!
      
    GROUPBUTTON         = 1030
    MY_OPENBUTTON       = GROUPBUTTON + 1
      
    def OpenTexture() :
        texturename = "studio003.hdr"
      
        #c4d.CallCommand(170001) # Open Texture...
      
        OpenTexture_ID=170001
        OpenTexture=c4d.plugins.FindPlugin(OpenTexture_ID, c4d.PLUGINTYPE_ANY)
        print "OpenTexture tool: ", OpenTexture
        #c4d.CallButton(OpenTexture,c4d.IDS_RM_M_OPENFILE)
        
        #FilesTool_ID=465001626
        #FilesTool=c4d.plugins.FindPlugin(FilesTool_ID, c4d.PLUGINTYPE_ANY)
        #print "FilesTool: ", FilesTool
        
        #c4d.CallButton(FilesTool,c4d.IDS_RM_M_OPENFILE)
      
        return True
        
    class MyDialog(gui.GeDialog) :
      
        def CreateLayout(self) :
            self.SetTitle("Open Texture.")
            self.AddButton(MY_OPENBUTTON, flags=c4d.BFH_LEFT, initw=150, name="Open Texture")   
            return True
            
        def Command(self, id, msg) :
      
            if (id == MY_OPENBUTTON) :
                OpenTexture()
                return True
                          
            return True
      
    class MyOpenTexture(plugins.CommandData) :
        
        dialog = None
          
        def Execute(self, doc) :
            if self.dialog is None: self.dialog = MyDialog()
            return self.dialog.Open(dlgtype=c4d.DLG_TYPE_ASYNC, pluginid=PLUGIN_ID, defaultw=200, defaulth=200)
        def RestoreLayout(self, sec_ref) :
            if self.dialog is None: self.dialog = MyDialog()
            return self.dialog.Restore(pluginid=PLUGIN_ID, secret=sec_ref)
      
    if __name__ == "__main__":
      
        pluginstr = "Open Texture v01"
        bmp = bitmaps.BaseBitmap()
        dir, f = os.path.split(__file__)
        fn = os.path.join(dir, "res/icons", "IconChar.tif")
        bmp.InitWith(fn)
        
        plugins.RegisterCommandPlugin(id=PLUGIN_ID, 
                                      str=pluginstr,
                                      info=0,
                                      help=pluginstr, 
                                      dat=MyOpenTexture(),
                                      icon=bmp)
    


  • On 04/06/2013 at 06:17, xxxxxxxx wrote:

    I am not sure what you want to do. Do you want to pass a path to the os load file dialog
    to be used as the starting folder ? Doesn't the filename gadget do that when writing the 
    path into its textbox  by default ?
    If not, you have to build your own filename gadget out of a textbox and a button. The raise
    a open file dialog with the button. storage.LoadDialog() supports a default path.



  • On 04/06/2013 at 06:41, xxxxxxxx wrote:

    What I want to do is to open a texture using the Open Texture command.
    But I do not know how to do that is Python.
    Using the CallCommand is not enough, because after the CallCommand a file dialog opens where I have to fill in the filename and click the Open Button.

    How should I do all of this in Python.

    I hope his explains what I want



  • On 04/06/2013 at 06:53, xxxxxxxx wrote:

    Ah ok, your first posting actually explained it just fine, I should have red more carefully but I 
    got confused by the wall of text :)

    CallCommand() does obviously support no additional parameters. You have to to use one
    of the SendCommand methods if you want to specify a parameter. Check :

    c4d.modules.bodypaint.SendPainterCommand()

    edit : I haven't used the method yet, but i guess the flag PAINTER_LOADTEXTURE will 
    do, what you are looking for.



  • On 05/06/2013 at 01:53, xxxxxxxx wrote:

    Sorry, no success. This is what I tried:

    def OpenTexture() :
        texturename = "studio003.hdr"
       
        doc = c4d.documents.GetActiveDocument()
        c4d.modules.bodypaint.SendPainterCommand(c4d.PAINTER_LOADTEXTURE, doc=doc, tex=texturename)
        
        return True
    

    This gave the error:
    TypeError: argument 3 must be c4d.modules.bodypaint.PaintTexture, not str

    Next attempt

        settings = c4d.BaseContainer()
        settings.SetString(c4d.LOADTEXTURE_FILENAME, texturename)   
      
        doc = c4d.documents.GetActiveDocument()
        c4d.modules.bodypaint.SendPainterCommand(c4d.PAINTER_LOADTEXTURE, doc=None, tex=None, bc=settings)
    

    Now c4d crashes

    Next attempt:

        settings = c4d.BaseContainer()
        settings.SetString(c4d.LOADTEXTURE_FILENAME, texturename)   
        painttext = c4d.modules.bodypaint.PaintTexture()  
      
        doc = c4d.documents.GetActiveDocument()
        c4d.modules.bodypaint.SendPainterCommand(c4d.PAINTER_LOADTEXTURE, doc=doc, tex=painttext, bc=settings)
    

    This gave the error:
    This type cannot be instantiated



  • On 05/06/2013 at 02:58, xxxxxxxx wrote:

    try first one with an absolute path again, it should work, or you have found a bug.
    make sure you escape your path string correctly (we had that one often in the last
    time, so no offense ;) ).



  • On 05/06/2013 at 03:25, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    try first one with an absolute path again, it should work, or you have found a bug.

    I changed the filename to: texturename = r"D:\studio003.hdr"
     
    Sorry, I do not think that having a relative path is the issues.
    C4d does not complain that it can''t find the texture.
    I changed it to an absolute path, but still the same issues:

    1) TypeError: argument 3 must be c4d.modules.bodypaint.PaintTexture, not str
    2) crash, because tex = None?
    3) This type cannot be instantiated

    So, if I can instantiate it correctly, it might work.

    Could you please tell me how to instantiate a PaintTexture?

    Regards, Pim



  • On 05/06/2013 at 04:32, xxxxxxxx wrote:

    Hm, took a look at it, your second version in the first posting seems to be technically correct, 
    and the crashing is definitely a sign for a bug. For instantiating the PaintTexture  - you can't - 
    it is not implemented. You might have some luck with other Bodypaint bitmap class types and
    then weasel your way somehow back, but the parent/ super class PaintBitmap is abstract 
    which meas we are not meant to instantiate it at all.

    I guess you can just hope that a maxon employee explains how module was intended, the
    whole thing seems rather buggy, but I might be wrong.



  • On 05/06/2013 at 04:38, xxxxxxxx wrote:

    Ok, thanks for all the support and effort.

    I guess I have to find another way or hopefully, like you say, Yannick can ask the programmers.



  • On 05/06/2013 at 08:45, xxxxxxxx wrote:

    The wrapped Python version of SendPainterCommand() is bugged.
    You can see this old thread for the C++ API that shows how to use PAINTER_LOADTEXTURE command.
    It works fine in C++ but crahes in Python.
    Also the documentation isn't accurate because it tells to pass the texture to tex parameter while PAINTER_LOADTEXTURE command returns the PaintTexture if the call was successful.

    I'll report this issue.



  • On 06/06/2013 at 00:26, xxxxxxxx wrote:

    Originally posted by xxxxxxxx

    The wrapped Python version of SendPainterCommand() is bugged.
    You can see this old thread for the C++ API that shows how to use PAINTER_LOADTEXTURE command.
    It works fine in C++ but crahes in Python.
    Also the documentation isn't accurate because it tells to pass the texture to tex parameter while PAINTER_LOADTEXTURE command returns the PaintTexture if the call was successful.

    I'll report this issue.

    Ok, thanks for the information.
    Of course the next question is: when will it be solved.

    In the mean time, is it difficult to call C++ modules from Python?



  • On 24/06/2013 at 10:37, xxxxxxxx wrote:

    Pim,
    I tried IM'ing you back but your messages inbox is full. So I hope you see this reply.

    The answer to your question is yes. The images in the BP texture window are actually layers.
    A more accurate name for the texture window would be the "Texture Layer Window".
    The working C++ version for this is here:https://plugincafe.maxon.net/topic/7242/8316_selecting-images-in-thetexture-view-window

    I took a look at converting it to Python. But that would require the following:
    -Loading the image file as a PaintTexture object
    -Saving that as a new layer
    -Selecting that layer so it shows in the texture window

    There's no documentation on creating PaintTexture objects. So I got stuck right away with the conversion. But Yannick also mentioned that the wrapper itself has bugs in it. So this might not be possible in Python yet.

    -ScottA



  • On 24/06/2013 at 12:38, xxxxxxxx wrote:

    Hi ScottA,

    Yes, the inbox is limited to 5 messages. So indeed full.

    Thanks for the clear reply.
    More and more I am considering switching over to C++.

    Regards, Pim


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