AFK currently, but I think you can open the "Script Log..." from the Extensions Menu to check the ID's right!?
Posts made by lasselauch
With "Customize Commands..." we are able to "restrict" certain commands to certain "managers" or "menus". I'm wondering if it's possible to detect these managers within a cmd-data-plugin while the mouse is hovering over a certain area.
Imagine a popup filled with different content based on the currently hovered manager i.e. object-manager, material-manager, take-manager...!
Is there a way to detect the underlying context of the mouse via python..?
I could make a recursive iteration to go through all of the document's objects but that would slow it down significantly...
Yeah, but that's basically the way to go... Not sure if the following yields faster results:
def get_next_element(op): if not op: return if op.GetDown(): return op.GetDown() while (not op.GetNext()) and op.GetUp(): op = op.GetUp() return op.GetNext() def main(): obj = doc.GetFirstObject() while obj: # act on obj print(obj.GetName()) obj = get_next_element(obj)
Always wondered what approach would yield faster results...
Feel free to do some testing, would love to hear your results. :)
My guess is that iterating over with enumerate BaseDocument.GetObjects(self) would be efficient enough..?
all_objs = doc.GetObjects() for i, obj in enumerate(all_objs): # Distance can be whatever float or integer your_dist = i * 27 pos = c4d.Vector(your_dist, 0, 0) obj.SetAbsPos(pos)
I'm currently having a japanese customer for my AEC4D-PRO plugin that complains, that the plugin isn't behaving correctly in R23. In older C4D-Versions the plugin seems to behave correctly.
At first, I thought the problem lies within string encoding. However at further testing, it works for the customer if he changes his "Interface Language" to English. So it's not the typical string encoding when transferring Objects between the two programs.
I'm actually a bit lost, how this language setup is intertwined with the plugin itself. Sadly, I don't have the time to test the Japanese Language myself, so I thought if anyone has experienced these kind of issues before he or she might jump in and help.
If you want to test it yourself, feel free to download the 14-day trial here:
Thanks so much.
I guess I found a workaround... I cannot show the whole code involved but something along those lines:
I have a
Treeview that stores an absolute path
abs_path of different documents... Now, I just check if one of these filepaths is in my open documents paths via:
def get_all_docs_paths(): all_docs_paths =  first = c4d.documents.GetFirstDocument() while first: folder = first.GetDocumentPath() abs_path = os.path.join(folder, first.GetDocumentName()) all_docs_paths.append(abs_path) first = first.GetNext() return all_docs_paths
If yes, the document is open, if not it is closed.
Thanks, @mp5gosu ...!
@zipit said in Detect closing of Document:
The easiest way would be to use some kind of plugin node for that. I currently do not see a way to do this in a GeDialog, but I might be wrong. We will discuss that tomorrow in the SDK Team, to see if the others know a clever way to do that. Just wanted to make sure that you do not run down a rabbit hole with no exit ;)
Hehe, yeah that's exactly what I thought when looking at
MSG_DOCUMENTINFO . Thanks for the quick answer, Ferdinand. Looking forward to your thoughts and ideas...
I basically want to react in my
GeDialog if my active document has been closed.
I'm currently looking at
MSG_DOCUMENTINFO but there's no flag for a closed document... one other idea would be to listen to a
CallCommand for example via
What would be the best way to approach this..?
I'm currently developing a treeview-plugin for all my scripts/presets etc.. I was wondering if it is possible to drag and drop items of said treeview directly to my layout.
I'm currently thinking along those lines:
In my declared
ListItem (obj) I have a property of
Instance which can hold the reference to the CommandPlugin for each script.
@property def Instance(self): # of course this just a placeholder (but a valid one...) return c4d.plugins.FindPlugin(600000174)
GenerateDragArray I will create an Array with my said Instance/Reference, also I've tried setting different flags for
def GenerateDragArray(self, root, userdata, obj): if obj.IsSelected: return [obj.Instance] return None def GetDragType(self, root, userdata, obj): return c4d.DRAGTYPE_COMMAND def SetDragObject(self, root, userdata, obj): return obj.Instance
...but, sadly it's NOT working as I would expect... :)
Is this possible with python in general, or a limitation? What am I missing?
@zipit said in Rename object by filename:
PS: @lasselauch I know that you meant this in a light-hearted manner, but "let-me-google-that-for-you" can be misconstrued. People have different information needs and things that seem trivial or obvious to you, are not for them. Programming can be a confusing topic and we would like this to be a welcoming place for everyone and subsequently stay away from all "RTFM"-notions.
Yep, definitely meant in a light-hearted manner!!! :)
You're totally right.. that's why I provided the correct answer.
Of course there are a lot of ways to spin this, but I guess in most cases this should be enough:
# import os import c4d def main(): if not doc: return docname = doc.GetDocumentName() # docname, _ = os.path.splitext(docname) docname = docname.replace('.c4d', '') null = op.GetMain() if not null: return null.SetName(docname)
You just need to add a python tag to your object and paste the following code.
Simple as that:
import c4d def main(): if not doc: return doc_name = doc.GetDocumentName() null = op.GetMain() if not null: return null.SetName(doc_name)
Download here: null-docname.c4d
Hope it helps.