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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: Development versions

    Thanks for bringing it to us, this will be updated in the future.

    In the meantime please visit C++ page on our dev blog which is updated.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Handling Windows Paths with a Umlaut in Python - Ä.

    Hi, @FSS first point is that this is a bit off topic, as this question have nothing related to Cinema 4D, moreover even if this would apply, this is R21, which is unsupported as we only support the 2 last version which are both using Python 3 and have solved all these issues.

    With that's said, I don't really understand why do you try to encode back to cp1250, all these os / shutil are designed to support utf-8 characters and will work correctly. Find bellow a code that correctly work.

    # coding: utf-8
    import c4d
    import os
    import shutil
    
    # Main function
    def main():
        #__file__ == C:\Users\m_adam\Desktop\Äsomething\untiÄtled.py
        srcFolder, fileName = os.path.split(__file__)
        fileName = fileName.replace("Ä", "A")
        newFile = os.path.join(srcFolder, 'tex', fileName)
        shutil.copy(__file__.decode("utf-8"), newFile.decode("utf-8"))
    
    # Execute main()
    if __name__=='__main__':
        main()
    

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: How to Show Nodes API Nodes in the Node Editor?

    Hi @Dunhou, you should define the value maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH of the port to False like so port.SetValue(maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH, maxon.Bool(False)). When calling SetValue it is important to pass a maxon data as the current Python system is not able to automatically guess the expected result.

    Find bellow a more complete example that expect you selected a Standard Node Material and will expose all fresnel port of all BSDF node in the node editor.

    import c4d
    import maxon
    from c4d import gui
    
    # Main function
    def main():
        mat = doc.GetActiveMaterial()
        if mat is None:
            raise ValueError("can't create a BaseMaterial")
    
        # Retrieve the graph of the current NodeSpace
        nodespaceId = c4d.GetActiveNodeSpaceId()
        nimbusRef = mat.GetNimbusRef(nodespaceId)
        if nimbusRef is None:
            raise ValueError("can't retrieve the nimbus ref for that node space")
        graph = nimbusRef.GetGraph()
        if graph is None:
            raise ValueError("can't retrieve the graph of this nimbus ref")
    
        # Assume that the given node is a BSDF node and will display it's Fresnel port.
        # This function  will be passed to FindNodesByAssetId.
        def DisplayFresnelonBSDF(node):
            fresnelPort = node.GetInputs().FindChild("fresneltype")
            if not fresnelPort:
                raise ValueError("can't find a fresnel port")
            
            # Display the port in the node editor
            with graph.BeginTransaction() as tr:
                # This is mandatory to use a maxon.Bool, as Python is not able to 
                # deduce the expected type in this situation.
                fresnelPort.SetValue(maxon.NODE.ATTRIBUTE.HIDEPORTINNODEGRAPH, maxon.Bool(False))
                tr.Commit()
            return True
    
        # Execute DisplayFresnelonBSDF on all BSDF nodes of the graph    
        maxon.GraphModelHelper.FindNodesByAssetId(graph, "net.maxon.render.node.bsdf", False, DisplayFresnelonBSDF)
    
    # Execute main()
    
    if __name__=='__main__':
        main()
    

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: How to Set Node Spcace use python?

    Just a note as mentioned in the documentation BeginTransaction must always be used with the "with" statement, otherwise it could cause Cinema 4D to freeze.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Change FBX Exporter Settings

    Hi @clayton_krause sorry for the late reply, There is actually two ways, one by accessing the global preference, but that will change the default import settings for every FBX importation. I would recommend to no change the preference as this could confuse user and instead use the second way that you tried to achieve (at least I think) by accessing the SceneLoader and only change the setting for the current Cinema 4D session.

    To do so you need to retrieve the SceneLoader and then send the message MSG_RETRIEVEPRIVATEDATA to retrieve a dictionary containing a BaseList2D holding the settings used for the loading:

    import c4d
    
    def main():
        # Retrieves a path to load the imported file
        selectedFile = c4d.storage.LoadDialog(title="Import a FBX File", type=c4d.FILESELECTTYPE_ANYTHING, force_suffix="fbx")
        if not selectedFile:
            return
    
        plug = c4d.plugins.FindPlugin(c4d.FORMAT_FBX_IMPORT, c4d.PLUGINTYPE_SCENELOADER)
        if plug is None:
            raise RuntimeError("Failed to retrieve the FBX importer.")
    
        data = dict()
        if not plug.Message(c4d.MSG_RETRIEVEPRIVATEDATA, data):
            raise RuntimeError("Failed to retrieve private data.")
    
        # BaseList2D object stored in "imexporter" key hold the settings
        fbxImport = data.get("imexporter", None)
        if fbxImport is None:
            raise RuntimeError("Failed to retrieve BaseList2D settings holder.")
    
        # Defines the settings
        fbxImport[c4d.FBXIMPORT_NORMALS] = c4d.FBXIMPORT_NORMALS_NORMALTAGS
    
        # Imports without dialogs
        if not c4d.documents.MergeDocument(doc, selectedFile, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS, None):
            raise RuntimeError("Failed to load the document.")
    
        # Pushes an update event to Cinema 4D
        c4d.EventAdd()
    
    if __name__ == '__main__':
        main()
    

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: Getting Current Render Frame

    Sorry for the late reply

    1. In order to do that you will need to start a new thread, and you need to keep alive the thread as long as it execute, meaning you will need to store it in a global variable.
    2. Best way would be to reach octane directly as 3rd party are free to implement this as they want.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: How to use GeUserArea.DrawCustomButton()

    Hi @kng_ito, I jsut checked with the original dev that implemented this function and this function should have been marked as private as Ids are not stable, so we will not communicate on them and we will fix documentation to reflect that this method is private.

    With that's said I'm afraid , in any case it is not possible to automatically wire InputEvent, in a GeUserArea you have the drawing part and then it's up to you with pixel coordinate to know where the user clicked in InputEvent and then redraw your area accordingly.

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: incorrect specular channel property ids

    Hi @indexofrefraction you should useREFLECTION_LAYER_MAIN_SHADER_ROUGHNESS for REFLECTION_LAYER_MAIN_VALUE_ROUGHNESSLINK and you are right for the second this is REFLECTION_LAYER_FRESNEL_VALUE_STRENGTH

    The bug you mention was already reported in How to set a Shader for Roughness ???? and so far have not been fixed. If you want to know the real Id you can take a look at c4d_reflection.h

    Cheers,
    Maxime.

    posted in Cinema 4D SDK •
    RE: OBJ Sequence Importer

    Sorry it should be fixed now

    posted in General Talk •
    RE: OBJ Sequence Importer

    Hi @zeroh_uk

    Thank you for reaching out to us, however you have reached the SDK team of Maxon. We develop the Software Development Kit (SDK) for Cinema 4D and provide support for third party developers who want to develop plugins for Cinema 4D. We cannot deliver any end-user support or any bug reporting outside of the SDK scope.

    When you are indeed an end-user, you should file a support request with the Maxon end-user support team or look at the Cinema 4D Help system. Our support portal can be found under Maxon Support Center and you can create a support ticket under Support Requests.

    Cheers,
    Maxime.

    posted in General Talk •