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    m_adam

    @m_adam

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    m_adam Follow

    Best posts made by m_adam

    RE: Sampling the falloff of a mograph effector? (python/R19)

    Hi @jenandesign, first of all, welcome in the plugincafe community.

    No worry at all, since it's your first post, but I would like to point you about few rules in order to properly ask questions in this forum for future ones (I've set up this one).

    • How to Post Questions (Especially the tagging system).
    • Q&A New Functionality.

    With that's said. Regarding your question. I get it to work (a bit hacky) but it's working.
    When C4D render a scene, actually the whole scene is cloned in memory and then it renders this one. (It allow a user to still work on C4D while the other scene is rendering).
    So this render scene is read-only, you shouldn't modify at anytime anything in this scene, or you can screw up the render.
    Moreover in a shaderData, in order to optimize memory, only relevant information (aka polygon, UV) are copied. So you are losing your UserData.
    This means you have to find another way to find your effector.
    So the way I find to achieve what you want is to get the document from the object passed to the shader(the rendered document).
    Then in this document, I search for an effector called "Plain" (Not the most robust way but it's working).

    Then here the final code I put on the python color channel of a sketch and toon

    import c4d
    
    def main():
        doc = op.GetDocument()
        effector = doc.SearchObject("Plain")
        if not effector: return c4d.Vector()
        
        eff =  c4d.modules.mograph.C4D_Falloff()
        if not eff: return c4d.Vector()
        eff.InitFalloff(bc=effector.GetData())
    
        eff.SetMg(effector.GetMg())
        eff.SetMode(effector[c4d.FALLOFF_MODE])
    
         # World position currently sampled
        value = eff.Sample(wPnt, False)
        return c4d.Vector(value)
    
    

    And the attached scene where a plain effector drives a mograph effector and the sketch and toon shader.
    0_1542626486830_SketchAndToon.c4d
    0_1542626902040_sketchtoon.jpg

    If you have any questions, please let me know!
    Cheers,
    Maxime!

    posted in Cinema 4D SDK •
    RE: urllib2.urlopen fails on C4D for Mac

    Hi @merkvilson, I indeed overlooked the issue, since in all topic it's only Python 3.6, I didn't tried.

    But in MacOs, certifi is not installed (which cause the issue), but you can directly get the certificate file to make it works as expected. Here the code which works on mac and windows.

    import c4d
    import os
    import ssl
    import urllib
    
    f = os.path.join(os.path.dirname(c4d.storage.GeGetStartupApplication()), "resource", "ssl", "cacert.pem")
    context = ssl.create_default_context(cafile=f)
    urllib.urlopen("https://google.com",context=context)
    

    Or with urllib2

    import c4d
    import urllib2
    import os
    
    f = os.path.join(os.path.dirname(c4d.storage.GeGetStartupApplication()), "resource", "ssl", "cacert.pem")
    urllib2.urlopen("https://google.com", cafile=f)
    
    posted in Cinema 4D SDK •
    RE: 3rd party APIs into pyp/pypv file

    Hi @merkvilson first of all pip and Niklas localimport module is completely two different things.

    • pip is a python module manager (similar to package manager in unix). This means once it's installed to a python binary, it will be able to manage other modules, download them, install them with all their dependencies and update them and so on.
    • localimport is a python module that let you manage import in a local way while in Cinema 4D by default is global. For more information please read how the import function works in python.
      Meaning if you add a module named xyz to the sys.path from your plugin A and from plugin B you try to import another module named xyz, it will load the one from plugin A (the first one register).

    Now how to install pip?

    1. Downloads https://bootstrap.pypa.io/get-pip.py.
    2. Downloads the c4dpy version matching your Cinema 4D version. (Already included in R21)
    3. Moves c4dpy and get-pip.py in the Cinema 4D folder.
    4. Opens a shell to the Cinema 4D folder:
      • Window: Type cmd in the top path and press Enter.
      • Mac: Open a new shell, then with cd navigate to your Cinema 4D folder. (You can drag and drop the path).
    5. Runs this command line c4dpy get-pip.py. This will execute the get-pip script which will, download and install the pip module.
    6. Now you can start to play with pip c4dpy -m pip install numpy. c4dpy allow to runs any module with the -m argument see c4dpy commandline. in this case I asked to pip to download and install numpy but any other 3rd party compatible with pip can be downloaded and used.

    With that's said we do not provide support for 3rd party modules, so if it does not work with Cinema 4D Python environment, we can't help you.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Setting `coordinate system` using `MCOMMAND_MIRROR`

    Hi @kisaf,

    MCOMMAND_MIRROR is indeed a bit special because when you click on the Apply button from the GUI, it does send a message to some c4d elements, then these elements read MDATA_MIRROR_VALUE, MDATA_MIRROR_SYSTEM and MDATA_MIRROR_PLANE calculates values for MDATA_MIRROR_POINT and MDATA_MIRROR_VECTOR and then call the SendModelingCommand. Unfortunately, there is no way for you to send this message, and the best way to do it is to recalculate the stuff as bellow.

    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()
    
    

    Hope it solves your issue, if you have any question, please let me know.
    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Get World Position of Obj A's position and Set it to Obj B's position

    So regarding your script why it crashes, it's simply because you make an infinite loop with this code since you add each time something more to iterate.

    for idx in newPos:
        newPos.append(GlobalToLocal(oldObject, idx))
    

    Just to make it cleaner I've called objA and objB.
    Then the needed steps are:

    1. Get World Position from points of objB.
    2. Convert these World Position in the local space of objA.

    So as you may be already aware regarding our Matrix Fundamentals where is how to achieve both operations.

    • Local Position to World Position corresponds to the obj global matrix where the position is locals to multiplied by the local position.
    • World Position to Local Position corresponds to the inverse obj global matrix where the position will be locals multiplied by the world position.

    Finally, before providing with the solution I would like to remind you to please always execute your code in the main function. The main reason is that if you transform your script as a button in the Dialog, every code that is in the global scope of your script is executed for each redraw of the Cinema 4D GUI (which is pretty intensive!). Moreover please always check for objects, if they exist or not try to adopt a defensive programming style in order to avoid any issues.

    import c4d
    
    def main():
        # Declares object variables
        ObjA = doc.SearchObject("A")
        ObjB = doc.SearchObject("B")
    
        # Checks if objects are found
        if ObjA is None or ObjB is None:
            raise ValueError("Can't found a and b object")
    
        # Checks if they are polygon object
        if not isinstance(ObjA, c4d.PolygonObject) or not isinstance(ObjB, c4d.PolygonObject):
            raise TypeError("Objects are not PolygonObject")
    
        # Checks Point count is the same for both obj
        allPtsObjA = ObjA.GetAllPoints()
        allPtsObjB = ObjB.GetAllPoints()
        if len(allPtsObjA) != len(allPtsObjB):
            raise ValueError("Object does not get the same pount count")
    
        # Retrieves all points of B in World Position, by multipling each local position of ObjB.GetAllPoints() by ObjB.GetMg()
        allPtsObjBWorld = [pt * ObjB.GetMg() for pt in allPtsObjB]
    
        # Retrieves All points of B from World to Local Position of ObjA, by multipling each world position of ObjB by the inverse objA.GetMg()
        allPtsObjANewLocal = [pt * ~ObjA.GetMg() for pt in allPtsObjBWorld]
        
        # Sets New points position
        ObjA.SetAllPoints(allPtsObjANewLocal)
        ObjA.Message(c4d.MSG_UPDATE)
        
        # Updates Cinema 4D
        c4d.EventAdd()
    
    # Execute main()
    if __name__=='__main__':
        main()
    

    If you have any questions, please let me know.
    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: How to deepcopy DescID?

    Hi @mikeudin, due to how our Classic Python API is built deepcopy does not work since our python objects only store pointer to our internal C++ object and not directly to other Python objects, so deepcopy fail in this regards since, the deepcopy operation, free and try to recreate these data, which is not possible since they are not PyObject but real C++ object but copy.copy does works, but since it's a shallow copy operation it only works for one level (e.g. a dict of dict of DescID will fail).

    For more information about the difference please read Shallow vs Deep Copying of Python Objects.

    However here a couple methods to copy a dict.

    import copy
    dict1 = {'1':dId_one,'2':dId_two}
    dict2 =  copy.copy(dict1)
    
    dict1 = {'1':dId_one,'2':dId_two}
    dict2 =  dict1.copy()
    
    dict1 = {'1':dId_one,'2':dId_two}
    dict2 =  dict(dict1)
    

    Cheers,
    Maxime.

    posted in General Talk •
    RE: Python Script Gui: Use EditSlider Get Float

    Hi @mike, first of all I would like to remind you to read and use the Q&A functionnality.

    Regarding your question, here is an example of a basic GeDialog, which make use to SetFloat to define a range.

    import c4d
    
    class MonDlg( c4d.gui.GeDialog):
        idSlider = 1000
        idButton = 1001
    
        # Create the Layout
        def CreateLayout(self):
            self.AddEditSlider(self.idSlider, c4d.BFH_SCALE|c4d.BFV_SCALE, initw=100, inith=20)
            self.AddButton(self.idButton, c4d.BFH_SCALE|c4d.BFV_SCALE, initw=100, inith=20,name = 'Get Value')	
            return True
    
        # Called after CreateLayout
        def InitValues(self):
            self.SetFloat(self.idSlider, 0.25, min=0.0, max=1.0, step=0.01, min2=0.0, max2=0.0)
            return True
    
        # Called for each interaction from a widget
        def Command(self, id, msg):
            if id == self.idButton:
                print self.GetFloat(self.idSlider)
            
            return True
    
    def main():
        dlg = MonDlg()
        dlg.Open(c4d.DLG_TYPE_MODAL)
    
    if __name__=='__main__':
        main()
    

    If you have any questions please let me know.
    Cheers,
    Maxime!

    posted in Cinema 4D SDK •
    RE: restore weight to BaseContainer and get it Vs Direct get weight from weight Tag

    Hi @chuanzhen actually the problem interested me and I took some personal time on my weekend to do some tests.

    I did 2 test scenes, which was a cube with 163970 points driven by 3 joints
    With your original source code 0.53 fps
    optimize python: 1.09 fps (x2.05)
    C++: 19.36 fps (x36.52)

    And the other one was the same cube but driven by 11 joints.
    With your original source code 0.37 fps
    optimize python: 0.64 fps (x1.73)
    C++: 12.08 (x32.65)

    So here is the optimized python code. As you can see I try to avoid as much as possible doing operation in the nested loop.

    class newskin(plugins.ObjectData):
     
        lasttagdirty = None   #for weight change update
        jointdir = None       #for joint change update
        cachedir = None       #for other bindmesh check
     
        def CheckDirty(self, op, doc):
            #check first run
            if op[c4d.NEWSKINTAG] is None:
                op.SetDirty(c4d.DIRTYFLAGS_DATA)
                return
     
            #check weight change
            if op[c4d.NEWSKINTAG].GetDirty(c4d.DIRTYFLAGS_DATA) != self.lasttagdirty:
                op.SetDirty(c4d.DIRTYFLAGS_DATA)
                return
     
            #check matrix change
            checktime = op[c4d.NEWSKINTAG].GetJointCount()
            cdirty = 0
     
            for i in xrange(checktime):
                cdirty += op[c4d.NEWSKINTAG].GetJoint(i).GetDirty(c4d.DIRTYFLAGS_MATRIX)
     
            if cdirty != self.jointdir or self.cachedir != op[c4d.NEWSKINCHECK].GetDirty(c4d.DIRTYFLAGS_CACHE):
                op.SetDirty(c4d.DIRTYFLAGS_DATA)
                return
     
            return
     
       
        def ModifyObject(self, mod, doc, op, op_mg, mod_mg, lod, flags, thread):
     
            if mod[c4d.NEWSKINTAG] is None or mod[c4d.NEWSKINCHECK] is None:
                return True
     
            tag = mod[c4d.NEWSKINTAG]
            self.lasttagdirty = tag.GetDirty(c4d.DIRTYFLAGS_DATA)  #get current weight tag dirty
            self.cachedir = mod[c4d.NEWSKINCHECK].GetDirty(c4d.DIRTYFLAGS_CACHE)    #get bindmesh check
            plist = [pos * op_mg for pos in op.GetAllPoints()]
            pcount = op.GetPointCount()  
            jcount = tag.GetJointCount()
            self.jointdir = 0
     
            for m in xrange(jcount):
                joint = tag.GetJoint(m)
                self.jointdir += joint.GetDirty(c4d.DIRTYFLAGS_MATRIX)   #all joint current matrix dirtycount
     
            temp = c4d.Vector()
            for n in xrange(pcount):    #n:point index  
                temp %= temp
     
                for m in xrange(jcount):
                    joint = tag.GetJoint(m)
                    weight = tag.GetWeight(m, n)
     
                    if not weight :
                        continue  
     
                    cjmg = joint.GetMg()
                    jdict = tag.GetJointRestState(m)
                    jmg = jdict["m_bMg"]
                    jmi = jdict["m_bMi"]
     
                    temp += weight * cjmg * jmi * plist[n]  #defrmer global pos
                plist[n] = temp
           
            plist = [~op_mg * pos for pos in plist]
            op.SetAllPoints(plist)
            op.Message(c4d.MSG_UPDATE)
     
            return True
    

    And here the C++ version (compatible R20 only). It uses paralellFor, not sure it's really worth didn't do proper profiling about it but I wanted to try them. Moreover please do not consider my C++ code has fully optimized since you could probably improve it depending on the situation.

    #include "c4d_symbols.h"
    #include "main.h"
    #include "c4d_objectdata.h"
    #include "lib_ca.h"
    
    // Local resources
    #include "oskinmodifier.h"
    #include "maxon/parallelfor.h"
    #include "maxon/basearray.h"
    
    /**A unique plugin ID. You must obtain this from http://www.plugincafe.com. Use this ID to create new instances of this object.*/
    static const Int32 ID_OBJECTDATA_SKINMODIFIER = 1000002;
    
    class SkinModifier : public ObjectData
    {
    	INSTANCEOF(SkinModifier, ObjectData)
    
    public:
    	static NodeData* Alloc() { return NewObj(SkinModifier) iferr_ignore("SkinModifier plugin not instanced"); }
    
    	virtual void CheckDirty(BaseObject *op, BaseDocument *doc);
    	virtual Bool ModifyObject(BaseObject* mod, BaseDocument* doc, BaseObject* op, const Matrix& op_mg, const Matrix& mod_mg, Float lod, Int32 flags, BaseThread* thread);
    
    private:
    
    	BaseList2D* GetBaseLink(BaseObject* op, DescID id, Int excepted);
    	Int lasttagdirty; /// get current weight tag dirty
    	Int jointdir;
    	Int cachedir;
    };
    
    void SkinModifier::CheckDirty(BaseObject *op, BaseDocument *doc)
    {
    	BaseList2D* t = GetBaseLink(op, DescID(NEWSKINTAG), Tweights);
    	BaseList2D* l = GetBaseLink(op, DescID(NEWSKINCHECK), Opolygon);
    	if (!t || !l)
    		return;
    
    	PointObject* linkOp = static_cast<PointObject*>(l);
    	CAWeightTag* tag = static_cast<CAWeightTag*>(t);
    
    	// check first run
    	if (!tag)
    	{
    		op->SetDirty(DIRTYFLAGS::DATA);
    		return;
    	}
    
    	// check weight change
    	if (tag->GetDirty(DIRTYFLAGS::DATA) != lasttagdirty)
    	{
    		op->SetDirty(DIRTYFLAGS::DATA);
    		return;
    	}
    
    	// check matrix change
    	Int cdirty = 0;
    	for (Int i = 0; i < tag->GetJointCount(); i++)
    	{
    		cdirty += tag->GetJoint(i, tag->GetDocument())->GetDirty(DIRTYFLAGS::MATRIX);
    		if (cdirty != jointdir || cachedir != linkOp->GetDirty(DIRTYFLAGS::CACHE))
    		{
    			op->SetDirty(DIRTYFLAGS::DATA);
    			return;
    		}
    	}
    
    	return;
    }
    
    BaseList2D* SkinModifier::GetBaseLink(BaseObject* op, DescID id, Int excepted)
    {
    	GeData data;
    	if (!op->GetParameter(id, data, DESCFLAGS_GET::NONE))
    		return nullptr;
    
    	return data.GetLink(op->GetDocument(), excepted);
    }
    
    
    Bool SkinModifier::ModifyObject(BaseObject* mod, BaseDocument* doc, BaseObject* op, const Matrix& op_mg, const Matrix& mod_mg, Float lod, Int32 flags, BaseThread* thread)
    {
    	if (!mod || !op || !doc || !thread)
    		return false;
    
    	BaseList2D* t = GetBaseLink(mod, DescID(NEWSKINTAG), Tweights);
    	BaseList2D* l = GetBaseLink(mod, DescID(NEWSKINCHECK), Opolygon);
    	if (!t || !l)
    		return false;
    
    	PointObject* linkOp = static_cast<PointObject*>(l);
    	CAWeightTag* tag = static_cast<CAWeightTag*>(t);
    
    	lasttagdirty = tag->GetDirty(DIRTYFLAGS::DATA);
    	cachedir = linkOp->GetDirty(DIRTYFLAGS::CACHE);
    
    	PointObject* pObj = ToPoint(op);
    	const Vector * pListR = pObj->GetPointR();
    	Vector * pListW = pObj->GetPointW();
    
    	const Int pcount = pObj->GetPointCount();
    	const Int jcount = tag->GetJointCount();
    	jointdir = 0;
    
    	for (Int i = 0; i < jcount; i++)
    	{
    		BaseObject* joint = tag->GetJoint(i, doc);
    		jointdir += joint->GetDirty(DIRTYFLAGS::MATRIX);
    	}
    
    
    	auto worker = [jcount, op_mg, &pListR, &pListW, &doc, &tag](maxon::Int i)
    	{
    		Vector temp;
    		Vector pos = op_mg * pListR[i];
    
    		for (Int m = 0; m < jcount; m++)
    		{
    			Vector pos = op_mg * pListR[i];
    			BaseObject* joint = tag->GetJoint(m, doc);
    			Float weight = tag->GetWeight(m, i);
    
    			if (weight == 0.0)
    				continue;
    
    			Matrix cjmg = joint->GetMg();
    			JointRestState jrest = tag->GetJointRestState(m);
    			Matrix jmg = jrest.m_bMg;
    			Matrix jmi = jrest.m_bMi;
    
    			temp += weight * cjmg * jmi * pos;
    		}
    		pListW[i] = ~op_mg * temp;
    	};
    
    	maxon::ParallelFor::Dynamic(0, pcount, worker);
    
    	// Notify Cinema about the internal data update.
    	op->Message(MSG_UPDATE);
    
    	return true;
    }
    
    Bool RegisterSkinModifier()
    {
    	return RegisterObjectPlugin(ID_OBJECTDATA_SKINMODIFIER, "C++ oskinmodifier"_s, OBJECT_MODIFIER, SkinModifier::Alloc, "oskinmodifier"_s, nullptr, 0);
    }
    

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Adding items to a LONG/CYCLE description container.

    Hi @FlavioDiniz, first of all, welcome in the plugincafe community!

    Don't worry, since it's your first topic, I've set up your topic correctly. But please for your next topics, use the Q&A functionnaly, make sure to also read How to Post Questions.

    With that's said you can find the manual about SetDParameter in the C++ docs which will be trigger each time a user changes a value in the description of your tag. And also the C++ manual about GetDDescription.
    Here a quick example of the implementation in python

        extensions = ["exr","hdr","jpg","png"]
    
        # Called by C4D when loading description
        def GetDDescription(self, node, description, flags):
            data = node.GetDataInstance()
            if data is None:
                return False
    
            # Load the description
            if not description.LoadDescription(node.GetType()):
                return False
    
            # If there is no description for c4d.TESTSCALE, we create it. Otherwise we override it and set DESC_CYCLE with our extensions list.
            singleID = description.GetSingleDescID()
            paramID = c4d.DescID(c4d.TESTSCALE)
            if singleID is None or paramID.IsPartOf(singleID)[0]:
                bcParam = description.GetParameterI(c4d.TESTSCALE)
    
                items = c4d.BaseContainer()
                for i, extension in enumerate(self.extensions):
                    items.SetString(i, extension)
    
                bcParam[c4d.DESC_CYCLE] = items
    
            return (True, flags | c4d.DESCFLAGS_DESC_LOADED)
    
        # Called when a parameter is Set
        def SetDParameter(self, node, id, t_data, flags):
            if not node:
                return
    
            # called when the filename is changed. We add the path to our list and we return c4d.DESCFLAGS_PARAM_SET to inform c4d the paramaters is just sets
            if id[0].id == c4d.STRINGTEST:
                self.extensions.append(t_data)
                return (True, flags | c4d.DESCFLAGS_PARAM_SET)
    
            return False
    

    If you have any questions, please let me know!
    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Get all texture tags & show texture paths,but reflection channel throw error? :(

    Hi @Ashton_FCS_PluginDev, we are glad to see you back in the new plugincafe community!
    No worries at all since it's your first post here, but please make sure to read and apply the rules defined on the following topics:

    • How to Post Questions.
    • Q&A Functionality.

    Regarding your issue, you read m_spec, but you never check if there is a bitmashader in it or not. And in your case, there is no, so m_spec is set to None, and you are then trying to access value.
    So please always check for None.
    Then since you directly read the BITMAPSHADER_FILENAME parameter from this shader, please also consider to check the shader type you retrieve, maybe a user used a noise and not a bitmap.

    m_spec = userMat[c4d.MATERIAL_REFLECTION_SHADER]
    if not m_spec or m_spec.CheckType(c4d.Xbitmap):
        continue
    

    Finally, as you may already be aware, reflection gets multiple layers. You get some information in this thread, how to deal with it.

    If you have any others question, please let me know!
    Cheers,
    Maxime.

    posted in Cinema 4D SDK •

    Latest posts made by m_adam

    RE: TexBox CustomGUI for Python?

    Hi @indexofrefraction, sorry, I had a look at it and this is unfortunately not possible to add a CUSTOMGUI_TEXBOX in a GeDialog.

    Technically this is possible and you will be able to use it as a Link field. However, the creation of shader will not work since it requires a Description to work and you can't have a Description object in a GeDialog.

    This was the original post I wrote, but while writing it I had an idea to maybe make it work, it will be a bit clunky but I need to find time to implement and experiment it. But please don't get wrong expectation, due to the fact that this is not something that work out of the box, I'm not sure we will consider my workaround good enough to release it and we may prefer to decide to not release it. And I'm not 100% sure that my workaround will work, so I need to try first. But this is a very very low priority thing so this is the current status.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Bug on the Commandline

    Well with this crash report I can't say more, it's most likely Corona is doing some stuff in the background. If you really want it to be solved, the best way is to share the crash report and your script to Corona Render team. This way they could reproduce and they will contact us if this is something related to Cinema 4D, but looking at the exception I seriously doubt as the crash occurs in the Corona code base that does not make use of the Cinema 4D API.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Bug on the Commandline

    This is a Corona Render crash, unfortunately nothing we can help you solve, better ask the Corona Render team if they can reproduce it.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Xcode 13.3 throws framework build errors with R25

    And sorry for the late reply, but yes this fix will not be backported to R25 but it is fixed with the S26 SDK.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: How to open Script Manager and set what Script it is showing?

    Hi @kbar, the CodeEditor_Open function is for the Expression Manager, explanation and example can be found in the Using CodeEditor_Open() topic.

    To open the ScriptManager, the only possible way is to use CallCommand(1001084).

    Since S26 LoadPythonScript and SetActiveScriptObject have been added. The first one will load an existing script and set it as active while the second will set a script already loaded as active.
    Before S26, this is not possible, even if the GeListHead containing all BaseList2D representing a script is public (via GetScriptHead) the BaseList2D object representing a script did not expose any way to get/set its script content or even if it is active.

    Finally you can find an example in load_python_script.py, it's in Python but porting it to C++ is straightforward.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: errors in api documents?

    Hi Jesse, thanks for the report those issue have been fixed and will be up in the next update of the documentation.
    Thanks a lot for reporting them and if you see other one please report them !

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: c4dpy "sysctl: No such file or directory"

    Hi @InterfaceGuy I also do have this error, message but I don't think this cause any issue for this purpose.

    The -m argument is telling to the c4dpy to execute a module, but in your case you are executing a file. So you should just give the full filepath of this file and this should work.

    So the good way to setup pip is to either call
    c4dpy -m ensurepip
    or
    c4dpy {FullPathToGetPip}\get-pip.py

    And take into consideration that in some case pip could fail in S26, as reported in Cinema 4D R23 / macOS - pip install broken we were not able to reproduce, making hard to provide a workaround but we are still on it.

    Cheers,
    Maxime.

    posted in General Talk •
    RE: macOS Monterey - Can't run source processor anymore?

    Hi the macOS 12.3 update removed the python previously shipped with the OS.

    So you have to link for example from /usr/local/bin to a python installation, I personally have Python 3.8.9.
    Xcode itself ships with a python version you could link to (its in Contents/Developer/usr/bin of the application package).

    So with that path you can call call sudo ln -s PATH_TO_PYTHON /usr/local/bin/python in terminal.

    In future we'll probably do the same as for Windows and ship a python binary with the frameworks to avoid this issue.
    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Ray Tracing In One Weekend

    Thanks a lot for doing it and providing it as an open source project!

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Get list of all commands and their associated information

    Hi @user168462, sorry for the late reply, I was away last week to the MAXON company meeting.

    Regarding your request sadly there is no builtin way for doing something like that, you will need to iterate each menus and submenu.
    For hard-coded menu you can find them in resource\modules\c4dplugin\menus, but this will not cover all menus and if you want to address one in particular, it's better to ask here so we can look into the code.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •