Your browser does not seem to support JavaScript. As a result, your viewing experience will be diminished, and you have been placed in read-only mode.
Please download a browser that supports JavaScript, or enable it if it's disabled (i.e. NoScript).
Freelance UI Designer
Hello, I'm new about Python and Cinema 4D scripting. I've done many part of my script but I could not achieve to make a simple form that will get
could anyone help me about making this form please?
thank you
Thank you so much for your time and help.
Hello, I have 450 takes. Every take activates only one layer (make editor and render visibility true) of the document. (Other layers are disabled by default)
I want to modify objects that belongs to that layer which is activated by a take.
After getting Layer, I need to get list of objects of that Layer by Python.
Simply I want to make: after I activated a take I will execute a script. That script will make some modifications about objects and their materials. After that it will updates take overrides. To make those actions I need to find Active Take > Layer > Objects
how can I make this? could anyone help me about this please?
Hi, I need some information about:
thank you @Cairyn @m_adam
Hello, I realized that I have 5 different "change name" scripts for special needs. I need an interface that I can get some inputs from that and use it in a single script. For example suffix text, prefix text, and some checkboxes in a single panel.
how can I do that? As far as I learned there are some gui functions for only one input type like:
inputString=gui.InputDialog()
I need a panel that will contain different type of multiple inputs. Is it possible?
GetClone creates a take from a source take but its overrides are linked to source take. if I remove overrides from cloned take, original take's overrides also deleted. Is this a bug or GetClone produces a kind of instance object with linking to source object? How can I fix this? How can I break them from the source take?
import c4d # Script clones selected take to under Main Take # AliasTrans did not work #trans = c4d.AliasTrans() #if trans is None or trans.Init(doc) is False: # return False #clonedTake=selectedTake[0].GetClone(c4d.COPYFLAGS_0) #trans.Translate(False) def main(): takeData = doc.GetTakeData() mainTake=takeData.GetMainTake() selectedTake=takeData.GetTakeSelection(0) doc.StartUndo() doc.AddUndo(c4d.UNDOTYPE_CHANGE, mainTake) clonedTake=selectedTake[0].GetClone(c4d.COPYFLAGS_0) clonedTake.InsertUnder(mainTake) doc.EndUndo() c4d.EventAdd() #gui.MessageDialog('Hello World!') # Execute main() if __name__=='__main__': main()
test.c4d
@a_block I tried your suggestion and it is working.
First tag setting instance links. Tag priority: Generator and index: -1 Second tag is getting width value and sets cube position with it. priority: Generator index:0
I moved user data to null object instead of using it on python tag. (Some one have suggested this before for another issue but I don't understand why we should use user data on python tag instead of object)
By the way after @zipit reply I tried to research about priority but could not find them in 3d4 doc. if you know a good page I would want to know it.
thank you both again.
@a_block hi, thank you for the suggestion. I really did not think that using 2 tags instead of one. This may be work and thank you so much for this I hope it works (probably will work I'm guessing)
@zipit hi, thank you for your help. I tested it but in this case it can't get currently assigned linked object. Old shape assignment is staying after new shape assignment. if you have time you can see this by assigning different shape objects.