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    @moko

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    Best posts made by moko

    RE: Texture renaming

    Thank you very much, right now i am quite happy how it works. only thing is the dialog box opens for each shader because its in the "changeshader" function wich repeats.
    I d' like to have one gui-call at the start in the main function, but if i do that theni cant transport the "prefix" argument to the changeTexture(shader) function.

    about the time investement i agree, but for this script was more an out of desperation approach in how cinema4d lacks in organizing textures, then a new grind in passion. the script helps me with a hack, to organize them on OS side, for team projects like for instance unity.

    Best
    Moko

    import c4d
    from c4d import gui
    import os
    
    #GUI
    GROUP = 1000
    TEXT = 1001
    PREFIX = 1002
    BTN_OK = 1010
    BTN_CANCEL = 1020
    
    class userDialog(gui.GeDialog):
        def CreateLayout(self):
            self.SetTitle("Add Prefix")
            self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
            self.GroupBorder(c4d.BORDER_GROUP_IN)
            self.GroupBorderSpace(20, 5, 20 , 5)
            self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
            self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
            self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
            self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
            self.GroupEnd()
            return True
    
        def InitValues(self):
            #initiate the gadgets with values
            self.SetString(PREFIX, "Tex_")
            return True
    
        def Command(self, id, msg):
            #handle user input
            if id==BTN_CANCEL:
              self.Close()
            elif id==BTN_OK:
              self.TexturPrefix = self.GetString(PREFIX)
              self.Close()
            return True
    
    
    # Adds a prefix to the texturename
    def changeTexture(shader) :
            
        dialog = userDialog()
        dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
        
        prefix = dialog.TexturPrefix
        print (prefix)
        
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
        # add prefix
        newTexturename = prefix + oldTexturename[1]
    
        doc = shader.GetDocument()
        doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
        shader.Message(c4d.MSG_UPDATE)
    
    
    # Iterate a hierarchy
    def recurse_hierarchy(shader) :
        while shader:
            # Test if the current node is a bitmap shader.
            if shader.CheckType(c4d.Xbitmap) :
                changeTexture(shader)
            recurse_hierarchy(shader.GetDown())
            shader = shader.GetNext()
    
    # Main function
    def main() :
        mats = doc.GetActiveMaterials()
        
        doc.StartUndo()
        # Iterate over selected material
        for mat in mats:
            recurse_hierarchy(mat.GetFirstShader())
        doc.EndUndo()
    
    
    # Execute main()
    if __name__=='__main__':
        main()
    
    posted in Cinema 4D SDK •
    RE: Texture renaming

    Now it works as intended. You can select the materials for which you want to change the prefix of the texturename. The actual name of the texture is not changed. You need to do this with a renaming-tool at the OS level.

    thanks to everyone

    import c4d
    from c4d import gui
    import os
    
    #GUI
    GROUP = 1000
    TEXT = 1001
    PREFIX = 1002
    BTN_OK = 1010
    BTN_CANCEL = 1020
    
    prefix = "placeholder"
    
    class userDialog(gui.GeDialog):
        def CreateLayout(self):
            self.SetTitle("Add Prefix")
            self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
            self.GroupBorder(c4d.BORDER_GROUP_IN)
            self.GroupBorderSpace(20, 5, 20 , 5)
            self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
            self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
            self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
            self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
            self.GroupEnd()
            return True
    
        def InitValues(self):
            #initiate the gadgets with values
            self.SetString(PREFIX, "Tex_")
            return True
    
        def Command(self, id, msg):
            #handle user input
            if id==BTN_CANCEL:
              self.Close()
            elif id==BTN_OK:
              self.TexturPrefix = self.GetString(PREFIX)
              self.Close()
            return True
    
    
    # Adds a prefix to the texturename
    def changeTexture(shader) :
    
    
        print (prefix)
    
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
        # add prefix
        newTexturename = prefix + oldTexturename[1]
    
        doc = shader.GetDocument()
        doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
        shader.Message(c4d.MSG_UPDATE)
    
    
    # Iterate a hierarchy
    def recurse_hierarchy(shader) :
        while shader:
            # Test if the current node is a bitmap shader.
            if shader.CheckType(c4d.Xbitmap) :
                changeTexture(shader)
            recurse_hierarchy(shader.GetDown())
            shader = shader.GetNext()
    
    # Main function
    def main() :
        mats = doc.GetActiveMaterials()
    
        dialog = userDialog()
        dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
    
        global prefix
        prefix = dialog.TexturPrefix
    
        doc.StartUndo()
        # Iterate over selected material
        for mat in mats:
            recurse_hierarchy(mat.GetFirstShader())
        doc.EndUndo()
    
    
    # Execute main()
    if __name__=='__main__':
        main()
    
    posted in Cinema 4D SDK •

    Latest posts made by moko

    RE: Iterate through selected Materials

    @ferdinand

    Thank you very much! The second way works great. I didnt get the first approach to work, but the second does well 🙂

    Here is the script if someone needs it. It is probably messy I am not a programmer, but it does write the names of the selected materials into the texturname

    
    import c4d
    from c4d import gui
    from c4d import storage
    import  os
    #Welcome to the world of Python
    
    
    def changeTexture(shader):
    
    
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
        fileExtension = os.path.splitext(texturePath)
        # add prefix to
        newTexturename = matName + fileExtension[1]
        print (newTexturename)
        newTexturePath = os.path.join(oldTexturename[0], newTexturename)
        print (newTexturePath)
    
        # rename texture
        try :
            os.rename(texturePath, newTexturePath)
            print("Source path renamed to destination path successfully.")
        except OSError as error:
            print(error)
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = newTexturePath
        shader.Message(c4d.MSG_UPDATE)
    
    
    # Main function
    def main() :
        c4d.CallCommand(1029486) # Project Asset Inspector...
        c4d.CallCommand(1029816) # Select Assets of Active Elements
        c4d.CallCommand(1029820) # Globalize Filenames
    
        # Iterate over selected material
        material = doc.GetFirstMaterial()
        if not material:
            return
    
        while material:
            if material.GetBit(c4d.BIT_ACTIVE):
                shader = material.GetFirstShader()
    
                global matName
                matName = material.GetName()
                while shader:
                # Test if the current node is a bitmap shader.
                    if shader.CheckType(c4d.Xbitmap) :
                        changeTexture(shader)
                    shader (shader.GetDown())
                    shader = shader.GetNext()
    
            material = material.GetNext()
    
        c4d.CallCommand(200000273) # Reload All Textures
    
    # Execute main()
    if __name__=='__main__':
        main()
    
    posted in General Talk •
    Iterate through selected Materials

    Is it possible to make an iteration through a selection of Materials.
    I'd like to rename the texture after the material. It works but only on all materials in the doc. how do i specify it on to a selection of materials?

    
    import c4d
    from c4d import gui
    from c4d import storage
    import  os
    #Welcome to the world of Python
    
    
    def changeTexture(shader):
    
    
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
        fileExtension = os.path.splitext(texturePath)
        # add prefix to
        newTexturename = matName + fileExtension[1]
        print (newTexturename)
        newTexturePath = os.path.join(oldTexturename[0], newTexturename)
        print (newTexturePath)
    
        # rename texture
        try :
            os.rename(texturePath, newTexturePath)
            print("Source path renamed to destination path successfully.")
        except OSError as error:
            print(error)
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = newTexturePath
        shader.Message(c4d.MSG_UPDATE)
    
    
    
    
    # Main function
    def main() :
        c4d.CallCommand(1029486) # Project Asset Inspector...
        c4d.CallCommand(1029813) # Select All
        c4d.CallCommand(1029820) # Globalize Filenames
    
        # Iterate over selected material
    
        mat = doc.GetFirstMaterial()
        while mat:
            shader = mat.GetFirstShader()
    
            global matName
            matName = mat.GetName()
            while shader:
            # Test if the current node is a bitmap shader.
                if shader.CheckType(c4d.Xbitmap) :
                    changeTexture(shader)
                shader (shader.GetDown())
                shader = shader.GetNext()
            mat = mat.GetNext()
    
    
        # c4d.CallCommand(200000273) # Reload All Textures
    
    # Execute main()
    if __name__=='__main__':
        main()
    
    posted in General Talk •
    RE: Texture renaming

    @zipit

    hm yes this sounds too complicated overall, particularly point 3 there could so much happen on the os side.
    A gui with more options like renaming the hole texturename or a replace option of certain words could be the way forward. Instead of undo it would be easy then to rename the texture with he old name etc.
    for now im happy how this works and let this solved.

    Much Thanks!
    Cheers,
    moko

    posted in Cinema 4D SDK •
    RE: Texture renaming

    @zipit Thank you! That was exactly i was looking for 🙂

    here the new Version:
    I throw out the undo function because i dont know if it can adress the os part. Is this possible to have an undo on os.rename?

    import c4d
    from c4d import gui
    import os, sys
    
    prefix="placeholder"
    
    # Adds a prefix to the texturename
    def changeTexture(shader):
    
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
    
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
    
        # add prefix to
        newTexturename = prefix + oldTexturename[1]
        print (newTexturename)
    
        newTexturePath = os.path.join(oldTexturename[0], newTexturename)
        print (newTexturePath)
    
        # rename texture
    
        try : 
            os.rename(texturePath, newTexturePath)
            print("Source path renamed to destination path successfully.") 
    
        except OSError as error: 
            print(error) 
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = newTexturePath
        shader.Message(c4d.MSG_UPDATE)
    
    
    # Iterate a hierarchy
    def recurse_hierarchy(shader) :
        while shader:
            # Test if the current node is a bitmap shader.
            if shader.CheckType(c4d.Xbitmap) :
                changeTexture(shader)
            recurse_hierarchy(shader.GetDown())
            shader = shader.GetNext()
    
    # Main function
    def main() :
        mats = doc.GetActiveMaterials()
    
        global prefix
        prefix = c4d.gui.RenameDialog("Prefix_")
        print (prefix)
    
        # Iterate over selected material
        for mat in mats:
            recurse_hierarchy(mat.GetFirstShader())
    
    # Execute main()
    if __name__=='__main__':
        main()
    

    Cheers,
    moko

    posted in Cinema 4D SDK •
    RE: Texture renaming

    Now it works as intended. You can select the materials for which you want to change the prefix of the texturename. The actual name of the texture is not changed. You need to do this with a renaming-tool at the OS level.

    thanks to everyone

    import c4d
    from c4d import gui
    import os
    
    #GUI
    GROUP = 1000
    TEXT = 1001
    PREFIX = 1002
    BTN_OK = 1010
    BTN_CANCEL = 1020
    
    prefix = "placeholder"
    
    class userDialog(gui.GeDialog):
        def CreateLayout(self):
            self.SetTitle("Add Prefix")
            self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
            self.GroupBorder(c4d.BORDER_GROUP_IN)
            self.GroupBorderSpace(20, 5, 20 , 5)
            self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
            self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
            self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
            self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
            self.GroupEnd()
            return True
    
        def InitValues(self):
            #initiate the gadgets with values
            self.SetString(PREFIX, "Tex_")
            return True
    
        def Command(self, id, msg):
            #handle user input
            if id==BTN_CANCEL:
              self.Close()
            elif id==BTN_OK:
              self.TexturPrefix = self.GetString(PREFIX)
              self.Close()
            return True
    
    
    # Adds a prefix to the texturename
    def changeTexture(shader) :
    
    
        print (prefix)
    
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
        # add prefix
        newTexturename = prefix + oldTexturename[1]
    
        doc = shader.GetDocument()
        doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
        shader.Message(c4d.MSG_UPDATE)
    
    
    # Iterate a hierarchy
    def recurse_hierarchy(shader) :
        while shader:
            # Test if the current node is a bitmap shader.
            if shader.CheckType(c4d.Xbitmap) :
                changeTexture(shader)
            recurse_hierarchy(shader.GetDown())
            shader = shader.GetNext()
    
    # Main function
    def main() :
        mats = doc.GetActiveMaterials()
    
        dialog = userDialog()
        dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
    
        global prefix
        prefix = dialog.TexturPrefix
    
        doc.StartUndo()
        # Iterate over selected material
        for mat in mats:
            recurse_hierarchy(mat.GetFirstShader())
        doc.EndUndo()
    
    
    # Execute main()
    if __name__=='__main__':
        main()
    
    posted in Cinema 4D SDK •
    RE: Texture renaming

    Thank you very much, right now i am quite happy how it works. only thing is the dialog box opens for each shader because its in the "changeshader" function wich repeats.
    I d' like to have one gui-call at the start in the main function, but if i do that theni cant transport the "prefix" argument to the changeTexture(shader) function.

    about the time investement i agree, but for this script was more an out of desperation approach in how cinema4d lacks in organizing textures, then a new grind in passion. the script helps me with a hack, to organize them on OS side, for team projects like for instance unity.

    Best
    Moko

    import c4d
    from c4d import gui
    import os
    
    #GUI
    GROUP = 1000
    TEXT = 1001
    PREFIX = 1002
    BTN_OK = 1010
    BTN_CANCEL = 1020
    
    class userDialog(gui.GeDialog):
        def CreateLayout(self):
            self.SetTitle("Add Prefix")
            self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "Adds a prefix to the texturename")
            self.GroupBorder(c4d.BORDER_GROUP_IN)
            self.GroupBorderSpace(20, 5, 20 , 5)
            self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
            self.AddEditText(PREFIX, c4d.BFH_SCALEFIT)
            self.AddButton(BTN_OK, c4d.BFH_SCALE, name="Ok")
            self.AddButton(BTN_CANCEL, c4d.BFH_SCALE, name="Cancel")
            self.GroupEnd()
            return True
    
        def InitValues(self):
            #initiate the gadgets with values
            self.SetString(PREFIX, "Tex_")
            return True
    
        def Command(self, id, msg):
            #handle user input
            if id==BTN_CANCEL:
              self.Close()
            elif id==BTN_OK:
              self.TexturPrefix = self.GetString(PREFIX)
              self.Close()
            return True
    
    
    # Adds a prefix to the texturename
    def changeTexture(shader) :
            
        dialog = userDialog()
        dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
        
        prefix = dialog.TexturPrefix
        print (prefix)
        
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
        # add prefix
        newTexturename = prefix + oldTexturename[1]
    
        doc = shader.GetDocument()
        doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
        shader.Message(c4d.MSG_UPDATE)
    
    
    # Iterate a hierarchy
    def recurse_hierarchy(shader) :
        while shader:
            # Test if the current node is a bitmap shader.
            if shader.CheckType(c4d.Xbitmap) :
                changeTexture(shader)
            recurse_hierarchy(shader.GetDown())
            shader = shader.GetNext()
    
    # Main function
    def main() :
        mats = doc.GetActiveMaterials()
        
        doc.StartUndo()
        # Iterate over selected material
        for mat in mats:
            recurse_hierarchy(mat.GetFirstShader())
        doc.EndUndo()
    
    
    # Execute main()
    if __name__=='__main__':
        main()
    
    posted in Cinema 4D SDK •
    RE: Texture renaming

    Thank you for both inputs. Im not used to programming and copy and paste the lines. Thanks for the help!

    posted in Cinema 4D SDK •
    RE: Texture renaming

    Thanks it works like expected, now i would like to add a smal GUI but i get stuck, how do i bring the name from the GUI in as prefix.

    import c4d
    from c4d import gui
    import os
    
    #GUI
    GROUP = 1000
    TEXT = 1001
    NAME = 1010
    
    class userDialog(gui.GeDialog):
        def CreateLayout(self):
            self.SetTitle("Add Prefix")
            self.GroupBegin(GROUP, c4d.BFH_SCALEFIT, 3,5, title = "AAdds a prefix to the texturename")
            self.GroupBorder(c4d.BORDER_GROUP_IN)
            self.GroupBorderSpace(20, 5, 20 , 5)
            self.AddStaticText(TEXT, c4d.BFH_SCALEFIT, name="Prefix")
            self.AddEditText(NAME, c4d.BFH_RIGHT, 200, 0, 0)
    
    # Adds a prefix to the texturename
    def changeTexture(shader) :
    
        prefix = "Tex_"
    
        # shader ID
        texturePath = shader[c4d.BITMAPSHADER_FILENAME]
        # split aboslute path
        oldTexturename = os.path.split(texturePath)
        # add prefix
        newTexturename = prefix + oldTexturename[1]
    
        doc = shader.GetDocument()
        doc.AddUndo(c4d.UNDOTYPE_CHANGE, shader)
    
        # Assign the new value
        shader[c4d.BITMAPSHADER_FILENAME] = os.path.join(oldTexturename[0], newTexturename)
        shader.Message(c4d.MSG_UPDATE)
    
    # Iterate a hierarchy
    def recurse_hierarchy(shader) :
        while shader:
            # Check if it's a c4d shader
            if c4d.BaseShader() :
                changeTexture(shader)
            recurse_hierarchy(shader.GetDown())
            shader = shader.GetNext()
    
    # Main function
    def main() :
        mats = doc.GetActiveMaterials()
    
        doc.StartUndo()
        # Iterate over selected material
        for mat in mats:
            recurse_hierarchy(mat.GetFirstShader())
        doc.EndUndo()
    
    def main():
        dialog = userDialog()
        dialog.Open(c4d.DLG_TYPE_MODAL, defaultw=200, defaulth=50)
        c4d.EventAdd()
    
    # Execute main()
    if __name__=='__main__':
        main()
    

    thx for help
    mok

    posted in Cinema 4D SDK •
    RE: Texture renaming

    Thanks alot it works! but the material iteration posts an error
    def main() :
    mats = doc.GetActiveMaterials()

    doc.StartUndo()
    # Iterate over selected material
    for mat in mats:
        recurse_hierarchy(mat.GetFirstShader())
    doc.Endndo()
    

    it didnt find doc.Endndo() is there a way to iterate over the materials?

    my second question:
    now the script replaces A with B. Is it possible to "add" like a prefix?
    I have alot of textures and would like to add a "Tex_" as a prefix, so its easier to sort/find them.
    Like "TrainStation.jpg" to "Tex_TrainStation.jpg"

    I found this but it need the name of a object or material:
    http://www.plugincafe.com/forum/forum_posts.asp?TID=6265

    Thanks for any suggestions and maybe someone need this aswell
    cheers moko

    posted in Cinema 4D SDK •
    Texture renaming

    Hi, i am looking for Texture renaming scripts and found this old topic
    https://plugincafe.maxon.net/topic/10897/14346_textures-renamer-script
    unforgently i have no knowledge in code.. my question, has someone the time to modify it, so it works with a normal cinema4d bitmapshader instead of vray?
    thanks alot,
    mk

    posted in Cinema 4D SDK •