Thank you for your reply. It works perfectly!
Posts made by kisaf
RE: Setting `coordinate system` using `MCOMMAND_MIRROR`
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
Script : Harden edges of all UV borders (break Phong shading)
Hi, I'd like to present you a simple script.
It let you automatically select all UV borders and break their Phong shading, that might be useful for game modeling, especially with hardsurface props.
More info about hard edges - http://www.polycount.com/forum/showthread.php?t=107196
Unfortunately, the 'Texture View' window must be opened at least once for properly work :(
Just close 'Texture View' and continue work.
Download link: https://github.com/rocketjump4d/UV2PhongEdges
Save variables during current session (until C4D is closed)
I've wrote a script which must make some calculations only once and then use these values until C4D is closed.
After C4D is opened again the script must recalculate values again, but only once.
It's not a plugin, but only python script.
Is it possible to realize?
Is there a script/plugin for converting UV borders to Phong Edges?
For Maya and 3ds max there are super useful scripts to harden all edges that are attached to UV borders. But I cannot find something like this for C4D. Does it exist?
I hope posted this question in right sub-forum.
Sorry for ma poor Englisch.
RE: Do Cinema 4D and c4dpy use different lists of plugins?
Hi @m_adam, thank you for your answer! I'll try command line.