Got it, thanks :)
Posts made by kisaf
RE: Mirror without duplicate using `MCOMMAND_MIRROR`
Hi, I've just tested this script in R23. It doesn't work :(
One of my own scripts cannot work without this function.
Guys, you're really awesome! I love C4D, and hope you can fix it :D
May be I can help somehow? I can upload the example scene, if you need it.
RE: Script : Harden edges of all UV borders (break Phong shading)
I rewritten script
UV2PhongEdges(weird name, I know :D) from scratch. Now it should works much faster. Also UNDO finally works, yyyeeeey!
You can download it here
And here is an example
Also, if you just need to get edges indexes of all UV borders you can use this code:
import c4d from c4d import utils def GetUVBorders(obj): edgesIndexes = set() abcd = tuple("abcd") tuvw = obj.GetTag(c4d.Tuvw) nbr = utils.Neighbor() nbr.Init(obj) # Create empty set for `edgesVV` # In this case `edgeVV` means `Edge between Vertex0 and Vertex1 (edgeVertexVertex)` # edgeVV is just a tuple(v0, v1), where v0 is index of the first vertex # and v1 is the second one allEdgesVV = set() for i in xrange(obj.GetPointCount()): # Find neighbor vertex for this one neighborIndexes = nbr.GetPointOneRingPoints(i) for ni in neighborIndexes: edgeTuple = (i, ni) allEdgesVV.add(edgeTuple) # At this point I've got a set of all `edgesVV` of the object # Something like this: # (0, 3) # (0, 5) # (5, 1) for edgeVV in allEdgesVV: # Find neighbour polygons for this edge # I called them polyA and polyB polyAIndex, polyBIndex = nbr.GetEdgePolys(edgeVV, edgeVV) polyA = obj.GetPolygon(polyAIndex) if polyBIndex is c4d.NOTOK: # There is no polyB. It means that this edge is border of the object # eiA stands for `Edge Index in polyA for current edgeVV` eiA = polyAIndex * 4 + polyA.FindEdge(edgeVV, edgeVV) edgesIndexes.add(eiA) continue polyB = obj.GetPolygon(polyBIndex) # piA0 stands for `Point Index in polyA for vertex edgeVV` # the same for others piA0 = polyA.Find(edgeVV) piA1 = polyA.Find(edgeVV) piB0 = polyB.Find(edgeVV) piB1 = polyB.Find(edgeVV) # Replace "d" (3) to "c" (2) if polygon is triangle if polyA.IsTriangle() and piA0 == 3: piA0 = 2 if polyA.IsTriangle() and piA1 == 3: piA1 = 2 if polyB.IsTriangle() and piB0 == 3: piB0 = 2 if polyB.IsTriangle() and piB1 == 3: piB1 = 2 # Get UV coordinates for each point in each polygon uvCoordA0 = tuvw.GetSlow(polyAIndex)[abcd[piA0]] uvCoordA1 = tuvw.GetSlow(polyAIndex)[abcd[piA1]] uvCoordB0 = tuvw.GetSlow(polyBIndex)[abcd[piB0]] uvCoordB1 = tuvw.GetSlow(polyBIndex)[abcd[piB1]] if uvCoordA0 != uvCoordB0 or uvCoordA1 != uvCoordB1: eiA = polyAIndex * 4 + polyA.FindEdge(edgeVV, edgeVV) eiB = polyBIndex * 4 + polyB.FindEdge(edgeVV, edgeVV) edgesIndexes.add(eiA) edgesIndexes.add(eiB) return edgesIndexes
Let me know if you find bugs.
Btw, sorry any mistakes. My English is... meh
Mirror without duplicate using `MCOMMAND_MIRROR`
It's something weird with
This script (thanks to m_adam) duplicates and mirrors the object.
import c4d def main(): # Checks if selected object is valid if op is None: raise ValueError("op is none, please select one object.") # Defines some general settings, take care MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE settings = c4d.BaseContainer() settings[c4d.MDATA_MIRROR_DUPLICATE] = True settings[c4d.MDATA_MIRROR_SELECTIONS] = True settings[c4d.MDATA_MIRROR_ONPLANE] = True settings[c4d.MDATA_MIRROR_WELD] = True settings[c4d.MDATA_MIRROR_TOLERANCE] = 0.01 # Corresponds to MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE value = 1000.0 system = 0 # 0 = Object, 1 = World plane = 1 # 0 = XY, 1 = ZY, 2 = XZ if not 0 <= system < 2: raise ValueError("System can only be 0 or 1") # Buffer position vector pos = c4d.Vector() # Calculates Local (Object) coordinates if system == 0: globalMatrix = op.GetMg() if plane == 0: pos = globalMatrix.v3 elif plane == 1: pos = globalMatrix.v1 elif plane == 2: pos = globalMatrix.v2 settings[c4d.MDATA_MIRROR_POINT] = globalMatrix.off + pos * value settings[c4d.MDATA_MIRROR_VECTOR] = pos # Calculates World coordinates elif system == 1: if plane == 0: pos = c4d.Vector(0.0, 0.0, 1.0) elif plane == 1: pos = c4d.Vector(1.0, 0.0, 0.0) elif plane == 2: pos = c4d.Vector(0.0, 1.0, 0.0) settings[c4d.MDATA_MIRROR_POINT] = pos * value settings[c4d.MDATA_MIRROR_VECTOR] = pos # Send the Modeling Operation res = c4d.utils.SendModelingCommand(c4d.MCOMMAND_MIRROR, [op], c4d.MODELINGCOMMANDMODE_ALL, settings, doc) c4d.EventAdd() if __name__ == "__main__": main()
However, if I change
settings[c4d.MDATA_MIRROR_DUPLICATE] = True
settings[c4d.MDATA_MIRROR_DUPLICATE] = False
Script doesn't make anything.
In R20 it works.
Is it ok? Is there any way to just mirror the object without duplicate it?
P.S. Also, if I use
Mirror(https://help.maxon.net/index.html#5633) with unchecked
Duplicate Pointseverything works (in S22).
Cinema 4D S22.118 Windows 10
RE: Setting `coordinate system` using `MCOMMAND_MIRROR`
Thank you for your reply. It works perfectly!
Setting `coordinate system` using `MCOMMAND_MIRROR`
Hi there, I'm trying to mirror object via
But I cann't understand how to change a coordinate system.
According to the documentation this options is called
Its description says
Coordinate system. (See dialog.)
I believe it is the dialog:
It seems like 0 means Object, 1 - World, 2 - Screen.
I tried different values from 0 to 30, but it didn't take any effect.
The code I'm using:
settings = c4d.BaseContainer() settings[c4d.MDATA_MIRROR_SYSTEM] = 0 res = utils.SendModelingCommand(c4d.MCOMMAND_MIRROR, [obj], c4d.MODELINGCOMMANDMODE_ALL, settings, doc)
I cannot change
There is no additional information in the documentation.
Drag'n'drop for these fields doesn't work. It's strange, because it works perfectly for other tools.
I found this post (from 2011) https://plugincafe.maxon.net/topic/5497/5516_mirror-tool-bug
It seems that bug is still alive :(
To grow selection in UVPolygon mode
When C4D is in Polygon mode
Grow selectioncan be done using
utils.SendModelingCommand( c4d.MCOMMAND_SELECTGROW, [op], c4d.MODELINGCOMMANDMODE_POLYGONSELECTION, c4d.BaseContainer(), doc )
After that, selection grows to neighbour polygons. Everithing is ok.
However, when active mode is UV Polygon then code above select neighbour polygons the same way how it was in previous case. Sometime it's ok, but not always.
The second way to grow selection is to use
c4d.CallCommand(12558, 12558) # Grow Selection
In this case selection grows correctly in both modes.
I'll show an example. There is a simple sphere that separated by UVs in the middle. So it has 2 UV islands.
From 1 selected polygon (the first image) I want to get the result which is shown on the last image.
But I don't know how to get it without
Sorry for mistakes. English is not my szcznek language
RE: Save variables during current session (until C4D is closed)
Thank you very much guys!
I think that plugin will be better solution then script in this case.
RE: Script : Harden edges of all UV borders (break Phong shading)
Hi @mp5gosu, thank you for your feedback!
Yep, it has Undo problem. I assume, it's because the script uses
CallCommand. And there are 2 places where I still don't understand how to avoid this :(
the selection should be restored after the process
Thank you for this remark. I'm gonna fix it asap.
EDIT: I've fixed the script. Now it restores the selection after the process.
RE: Is there a script/plugin for converting UV borders to Phong Edges?
I've wrote it by myself :)
Its presentation is here: https://plugincafe.maxon.net/topic/11336/script-harden-edges-of-all-uv-borders-break-phong-shading
May be it'll be useful for someone