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    JH23

    @JH23

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    Best posts made by JH23

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    Latest posts made by JH23

    RE: update error?

    Hello @jferdinand,
    Apologies for the delay, I examined your example some time ago and I suspect that it does not solve my problem, activating "frame-dependent" causes the update to stop, and it is present in animation again, my intention is to completely remove that delay, both in editor and in animation.

    posted in Cinema 4D SDK •
    RE: update error?

    Any kind of help is appreciated.

    posted in Cinema 4D SDK •
    RE: update error?

    I apologize, the translator does not help much, as I said, I created a spline chain, where the depth of its handles depends on the length of the spline, my problem was that when I did it with only xpresso, it showed errors when rotating, because it took time update.

    ezgif.com-gif-maker.gif

    thinking that the error was either hierarchy, the spline node, or how to order the xpresso I did the same thing but with a python tag, despite this the same problem was present.

    import c4d
    #Welcome to the world of Python
    def main():
         spline = op[c4d.ID_USERDATA,2] # spline object
         length = c4d.utils.SplineLengthData(spline)
         length.Init(spline)
         Long = length.GetLength()
         op[c4d.ID_USERDATA,1][10004] = Long /3.783
         #[10004] = control depth 1 iKsplinetag
         op[c4d.ID_USERDATA,1][10014] = Long /3.783
         #[10014] = control depth 2 iKsplinetag
         length.Free()
         c4d.EventAdd()
    

    And speaking of the number "3,783" I used it only for my purpose as it corrected the strength of the depth of the controls
    SplineL.c4d

    posted in Cinema 4D SDK •
    update error?

    I was trying to include the login data inside the spline handlers but I had updating errors, I thought it was due to hierarchy but I ended up using python tags and still I had the same error, I don't know what's happening.

    SplineL.c4d

    posted in Cinema 4D SDK •
    RE: Is it possible to change the mode of the Viewport without callcommands?

    Hello @ferdinand
    Thank you very much, I had no idea about that, I did know that Mpoints or Mpolygons existed, but it always related to me with ViewportSelect, this answers my question, I will investigate more about this.

    posted in Cinema 4D SDK •
    RE: Is it possible to change the mode of the Viewport without callcommands?

    Hello @ferdinand ,
    Thanks for the explanation, but in my case I meant this:
    ae8d5e77-639c-4352-a081-609a672165dd-image.png
    I need to make changes to these options, although it is true that they can be done by callcomands, I am interested in knowing if it is possible to avoid their use, I did some research, but didn't find much, I guess it's possible, and I probably didn't understand.
    still thank you very much for your contribution

    posted in Cinema 4D SDK •
    Is it possible to change the mode of the Viewport without callcommands?

    It required to make a change of the mode type of the Viewport, when doing it I wondered if there was any way to do the same function without using callcomands.
    Is it possible?

    posted in Cinema 4D SDK •
    RE: import presets and be reversible

    Hello @ferdinand,
    Thank you! His proposal was the best way to solve my problem.
    Greetings,
    JH23

    posted in Cinema 4D SDK •
    RE: import presets and be reversible

    To be honest, I don't even know what happens, the line of code that I put is all the code there is, even so, I admit that I could not explain myself well.
    I tried what you proposed and didn't see much of a difference, but trying a few things I solved my problem as follows

    Code before correcting

    import c4d
    from c4d import gui
    def main():
        c4d.documents.MergeDocument(doc,'preset://name',c4d.SCENEFILTER_MATERIALS | c4d.SCENEFILTER_OBJECTS))
    if __name__=='__main__':
        main()
    

    Corrected code

    import c4d
    from c4d import gui
    def main():
        doc.StartUndo()
        doc.AddUndo(c4d.UNDOTYPE_NEW, c4d.documents.MergeDocument(doc,'preset://name',c4d.SCENEFILTER_MATERIALS | c4d.SCENEFILTER_OBJECTS))
        doc.EndUndo()
        c4d.EventAdd()
    if __name__=='__main__':
        main()
    

    Even so, I would like to investigate your proposal and I really appreciate your help.

    posted in Cinema 4D SDK •
    import presets and be reversible

    I have been using commonly what is

    c4d.documents.MergeDocument(doc,'preset://direction',c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS)
    

    that does not present errors when reversing its action, but an error that I realized is that if I try to return to when I had the preset (for this the preset had texture) it doesn't load its texture or if it does load I had to go back several times, does anyone know why this happens?

    posted in Cinema 4D SDK •