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On 31/07/2015 at 08:14, xxxxxxxx wrote:
I have a material with a movie loaded in the Color channel. When I apply the material to an object and set the Editor->Animate Preview option on, scrubbing the timeline, I see the movie playing in the object surface. However, when I try to get the bitmap from the material, using this python code, it always gets me the first frame, no matter where I have the play-head:
import c4d #Welcome to the world of Python def main() : mat=op[c4d.ID_USERDATA,1] # is there anything in the Link user data? if mat==None: return # is it a Material? if mat.GetType()!=5703: return color_ch=mat[c4d.MATERIAL_USE_COLOR] # is the Color channel turned on? if color_ch==0: return texture=mat[c4d.MATERIAL_COLOR_SHADER] # is there anything in the Texture slot? if texture==None: return # is it a bitmap/movie? if texture.GetType()!=5833: return # render the bitmap to the Picture Viewer irs = c4d.modules.render.InitRenderStruct() if texture.InitRender(irs)==c4d.INITRENDERRESULT_OK: bitmap = texture.GetBitmap() texture.FreeRender() if bitmap is not None: c4d.bitmaps.ShowBitmap(bitmap)
Yes, I do get a "RuntimeError: illegal operation, invalid cross-thread call" error in the last line of code but, even so, I get an image in the Picture Viewer and it is ALWAYS the first frame of the movie.
How can I get the correctly calculated frame, according to the parameters set in the Animation tab inside the material channel?
On 31/07/2015 at 15:52, xxxxxxxx wrote:
I managed to find a way to make it work...
filename=texture[c4d.BITMAPSHADER_FILENAME] fps=doc.GetFps() t_min=doc.GetMinTime().GetFrame(fps) t_max=doc.GetMaxTime().GetFrame(fps) curr_time=doc.GetTime().GetFrame(fps) ml=c4d.bitmaps.MovieLoader() movie=ml.Open(filename) framecount, ml_fps = ml.GetInfo() new_frame=c4d.utils.RangeMap(curr_time,t_min,t_max,0,framecount,False) result,image=ml.Read(int(new_frame)) if result==c4d.IMAGERESULT_OK: c4d.bitmaps.ShowBitmap(image)
But it only works with movies. For image sequences, it doesn't. Must I do it by hand?
On 03/08/2015 at 02:42, xxxxxxxx wrote:
Hi Rui,
you might set the right frame with: Shader[c4d.BITMAPSHADER_TIMING_FROM] etc. Please have a look at this thread:
Grabbing bitmap data off a shader
Hope this helps? Best wishes Martin
On 03/08/2015 at 04:52, xxxxxxxx wrote:
Thank you. I did found that thread. But I will have to calculate the frame by myself, right? I was expecting that, once we had a material with a movie or image sequence loaded in the Color channel and we had all the parameters of the animation set (by pressing Calculate for an image sequence, for example), there was a way to get the calculated frame automatically.
On 03/08/2015 at 05:28, xxxxxxxx wrote:
Actually I´m not aware of any other way to get the corresponding image than calculating it by yourself.
On 03/08/2015 at 05:44, xxxxxxxx wrote:
I understand that now. I just assumed that, since it happens automatically when when the editor animation preview is turned on, it would be something that could be accessed in code.
On 04/08/2015 at 05:39, xxxxxxxx wrote:
just want to confirm, there's no such functionality available. As Martin said, you will need to do it yourself. Sorry.