@C4DS Thank you to you and all the friendly people that help on this forum! Happy New Year:)
@C4DS Thank your reply! I had to come back to this because I had problems with switching back to object context and this solved that!
@m_adam said in Changing parameters broken in S22:
Thanks! @m_adam it worked but I'm just curious why we needed to specify the fixed clone mode to False?
@zipit thanks for clarifying. Hopefully, there will be something more predictable for IDs in the future.
@zipit Hi Ferdinand, it seems I spoke too soon. At first, it seems that the ID stays consistent. But I noticed when you go into the plugin manager and reload a plugin all the IDs change again:(
It's possible this won't be an issue for users who aren't reloading plugins but there also may be other things that change the ID of all objects.
Is this a bug perhaps or is there really no guarantee that an ID can stay consistent with an object?
@zipit Hi Ferdinand, yes this is exactly what I was looking for. Sorry, I must have missed the other post. Thanks so much for clarifying with the example code:)
Hi, I searched around for an answer on this but I haven't found anything solid on how to identify an object based on a unique ID of any kind in python. Isn't there something uniquely consistent with each object we can refer to? I need something I can write out to a file and read back later to reference a specific object.
@m_magalhaes @x_nerve Thanks for the update and workaround solutions guys! Hopefully fields can be implemented natively soon!
Hi, I have some python effector code created in an older version of C4D and it still works and looks great in the viewport on the current version(R23) but it renders in the picture viewer as if there is no falloff. I'm positive this is due to switching to fields from the old way of using falloffs. How do I get the python effector to respect fields?
I attached the python effector example taken straight from the C4D SDK. It rendered in the picture viewer fine until I upgraded the falloff method to fields and then it renders in the picture viewer with no effect from the falloff? I imagine it has to do with the SetArray command at the end?
@m_adam Thanks for clarifying!
Hi, bit of a newb question. When changing a setting on an object this used to work:
obj[c4d.MG_LINEAR_OBJECT_POSITION,c4d.VECTOR_Y] = 0.0
But now it doesn't, it keeps getting an unexpected type error even though the type should be a float.
I read the sdk saying to use the "original set method" to avoid type errors but I'm not sure what the original method would be?