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    InterfaceGuy

    @InterfaceGuy

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    Best posts made by InterfaceGuy

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    Latest posts made by InterfaceGuy

    SplineMask Render Visibility Not Working

    Hello,

    I think I found a bug with the SplineMask and Sketch and Toon material.
    When I apply the material to it, turning its render visibility off doesn't do anything.

    To replicate:

    • create a spline mask with e.g. a rectangle and a circle as children
    • apply a sketch and toon shader to it
    • try turning off the visibility in renderer

    With regular splines, MoSplines etc. it works as expected.

    Am I missing something?
    If so, help would be appreciated, if not I hope it gets fixed soon.

    Thanks

    posted in General Talk •
    RE: Access Spline Field Parameters with XPresso

    Thank you for the elaborate reply, it worked! (And helped me to better understand the desc id system)

    posted in Cinema 4D SDK •
    Access Spline Field Parameters with XPresso

    Hello,

    I want to create an xpresso which accesses the offset parameter of a spline field layer in a plain effector. This proves to be more difficult than I thought because, unlike e.g. a linear field, the spline field layer is not a regular object in the hierarchy.

    Naively I thought this would work with the general pattern of adding a port to the xpresso node using the description id:

    offset_port = gv_node.AddPort(c4d.GV_PORT_INPUT, DESC_ID_OF_PARAMETER )
    

    But I don't know what the description id should be in this case. Or if that is even the right way to go in this situation.

    Dragging the parameter into the console returns:

    Plain[c4d.FIELDS,11,1011]
    

    Help is appreciated

    posted in Cinema 4D SDK •
    RE: Strange Bug with Correction Deformer and Bounding Box Node

    Oh yes that's a much better approach!

    I will provide executables from now on, sorry for the trouble

    To be honest I was just stuck in an inaccurate frame for how to solve this... thanks for breaking it 🙂

    posted in Cinema 4D SDK •
    Strange Bug with Correction Deformer and Bounding Box Node

    Hey there,

    I am making use of the trick where I put a correction deformer under a generator (extrude object in this case) to make it readable by the bounding box xpresso node

    However, for some strange reason it only works when I add the deformer manually to the scene.
    Using python to create the object somehow makes it impotent for this method.
    Even dragging it out of the hierarchy and back in again, refreshing xpresso etc. doesn't help with the problem.

    Only creating a new deformer manually seems to do the trick.

    Please help me make sense of this and fix it.

    Thank you

    posted in Cinema 4D SDK •
    RE: Set IRR settings

    Works like a charm, thank you!

    posted in General Talk •
    Set IRR settings

    Hello,

    in this thread it is explained how to set the size of the IRR.

    I would also like to set parameters like the resolution.

    When dragging the GUI element into the console it says:

    Sniper[c4d.IRR_DETAIL]
    

    and when I execute it without the ID I get

    >>> Sniper 
    <c4d.BaseList2D object called Sniper/Sniper with ID 430000000 at 4756143680>
    

    How can I get access to this inside a script?

    Thank you!

    posted in General Talk •
    RE: How to Manually Build the Cache for a Vector Import Instance?

    works like a charm, thank you!

    posted in Cinema 4D SDK •
    How to Manually Build the Cache for a Vector Import Instance?

    Hello,

    now with the updated Vector Import object in S26 I thought there might be a more elegant way to import an SVG directly to a spline.
    But after playing around with it for a bit I am struggling to extract the spline from the setup using python only.

    Here is my code:

            vector_import = c4d.BaseObject(1057899)
            self.document.InsertObject(vector_import)
            # set file path
            file_path = os.path.join(SVG_PATH, self.file_name + ".svg")
            vector_import[c4d.ART_FILE] = file_path
            # extract spline from hierarchy
            vector_import[c4d.ART_SHOW_HIERARCHY] = True
            c4d.CallButton(vector_import, c4d.ART_RELOAD)
            c4d.EventAdd()
            spline = vector_import.GetDown().GetDown().GetDownLast()
    

    The problem seems to be that even after calling the reload button and c4d.EventAdd() which makes the hierarchy containing the spline visible in the GUI, C4D does not recognise that the vector_import object now has children.

    Help would be appreciated!

    posted in Cinema 4D SDK •
    RE: Add Field to Effector

    I found a code sample here which does the job 🙂

    posted in Cinema 4D SDK •