Oh I understand, thanks for your answer, it has helped me a lot.
I had a doubt, I wanted to place an established texture on the material created, but I don't know how, since the textures part is not a simple link type data in itself, but if I link directly where the link of the image is born is a bitmap but I don't know how it relates to the material.
mat = c4d.BaseList2D(c4d.Mmaterial)
mat[c4d.MATERIAL_USE_REFLECTION] = False
# Execute main()
@Cairyn Thanks, I'll check it
Hi @m_adam I mean that when creating an Object with BaseObject, when going back it remains in the environment.
I have a question, this is that every time I use this type of script, when I try to return it stays there, and it is somewhat annoying, I do not know how to fix it, I would be very grateful if you could help me
from c4d import gui
cube = c4d.BaseObject(c4d.Ocube)
thank you very much solved my doubts
I tried to make a script where when generating a material, assign the active object that material but I do not know if it should go the way I am doing it or it is wrong, I also saw in the script history c4d.ID_MATERIALASSIGNMENTS
I guess it has something to do with it but I don't understand
from c4d import gui
cubo = doc.GetActiveObject()
c4d.CallCommand(13015, 13015) # Nuevo Material
mat = doc.GetAciveMaterial()
mat[c4d.MATERIAL_PAGE_ASSIGNMENT] = cubo
Excuse me, I thought I translated it was my mistake, and in the same way, thank you for your help.
I made a small script to do or fake the psr command but they are restoring the rotation
The problem is that when I try to return, it does not react
from c4d import documents, plugins
object()[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Y] = 0
object()[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_X] = 0
object()[c4d.ID_BASEOBJECT_REL_POSITION,c4d.VECTOR_Z] = 0
Thank, but In the case that I wanted to make the obj editable, with callcomand I could just put the command to make editable but how would I do it in the case of the cube?