Detecting if a BaseObject is a Generator [SOLVED]

On 12/06/2015 at 16:10, xxxxxxxx wrote:


Is it possible to detect if an object has a Generator checkmark? I can detect if a generator is unchecked, but for objects that don't have a checkmark (like a Null) they always return true when I try:

generator_on = obj[c4d.ID_BASEOBJECT_GENERATOR_FLAG]   

I'm currently checking objects against a manually generated list of exempted types, but I'd like to know if there's a better way, because if I forget to include a type, or a new object type is added to cinema, my code will break:

def is_muted(obj) :   
    """Return True if object is hidden in editor, renderer, and disabled."""   
    if debug:   
        print "is_muted(%s)" % (obj.GetName())   
    if (obj is None) or (not obj.IsAlive()) :   
    #Determine visibility based on `Visible in Editor/Renderer` not set to `Off`   
    visible_in_editor = (obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR] != 1)   
    visible_in_render = (obj[c4d.ID_BASEOBJECT_VISIBILITY_RENDER] != 1)   
    if visible_in_editor or visible_in_render:   
        if debug:   
            print "Visible in editor/renderer", obj[c4d.ID_BASEOBJECT_VISIBILITY_EDITOR]   
        return False   
    #If the generator flag is on, and it's not a special type, the object isn't mute.   
    generate = obj[c4d.ID_BASEOBJECT_GENERATOR_FLAG]   
    if generate:   
        if debug:   
            print "Generate is on"   
        obj_type = obj.GetType()   
        exempted_types = [c4d.Opolygon,   
        if obj_type not in exempted_types:   
            return False   
    return True   

On 13/06/2015 at 01:53, xxxxxxxx wrote:

Hi Donovan,

it´s a workaround for sure and there might be a simpler method, but trying to access the parameter gives you a clear result.

  generator_check = op[c4d.ID_BASEOBJECT_GENERATOR_FLAG]  
  if generator_check == 1:  
  if not op[c4d.ID_BASEOBJECT_GENERATOR_FLAG] == generator_check:  
      op[c4d.ID_BASEOBJECT_GENERATOR_FLAG] = generator_check  
      print "real generator"  

Best wishes

On 13/06/2015 at 04:32, xxxxxxxx wrote:


an object is a generator when you use the OBJECT_GENERATOR flag when you register that object. You can read these flags using GetInfo(). Then you can check if the generator flag is set with something like this:

info = op.GetInfo()  
if info & c4d.OBJECT_GENERATOR:  
     print("No Generator")  

best wishes,

On 13/06/2015 at 06:40, xxxxxxxx wrote:

It also has a checkmark when its a deformer, in case you want to
check that as well, use the OBJECT_MODIFIER flag. 🙂

On 14/06/2015 at 12:28, xxxxxxxx wrote:

@monkeytack - I was hoping to avoid getting/setting the generator state as I'm using it in the Command Enable/Toggle code and it felt like that could get expensive, but that was going to to be my next strategy. Thanks for the working code.

@s_bach - That's exactly what I was looking for. It feels like this might bear mentioning in the BaseObject docs as that's where I thought to look for the information.

@niklas - Perfect, that makes it even more robust.

Thank you guys! Here's my code for testing if something is an active generator/deformer.

    #Is it a generator or deformer?   
    obj_info = obj.GetInfo()   
    is_generator = obj_info & c4d.OBJECT_GENERATOR   
    is_deformer = obj_info & c4d.OBJECT_MODIFIER   
    if is_generator or is_deformer:   
        print "Obj is a generator/deformer"   
        #Is it turned on?   
        generate = obj[c4d.ID_BASEOBJECT_GENERATOR_FLAG]   
        if generate:   
            print "Generator/deformer is active."   

On 15/06/2015 at 11:44, xxxxxxxx wrote:

I think you should prefer obj.GetDeformState() over reading the ID_BASEOBJECT_GENERATOR_FLAG parameter.