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    ph1lh00k

    @ph1lh00k

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    Best posts made by ph1lh00k

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    Latest posts made by ph1lh00k

    RE: PySide2 for Python 2.7 Windows Version?

    Thanks @ferdinand @m_adam ,

    I was hoping it would be straight forward as I have an existing tool built in PySide2 that I need to port to C4D... Guess I'll just have to build from scratch using the c4d GUI module. ={

    Thanks,
    Phil

    posted in General Talk •
    RE: PySide2 for Python 2.7 Windows Version?

    Hi @iluxa7k

    I see you managed to get PySide2 working in C4D... I'm struggling to get it working - could you provide a little info on how you managed it?

    Thanks,
    Phil

    posted in General Talk •
    RE: R21 CommandData with option - not working on macOS

    Ok, thanks @r_gigante... I'll keeping going with the workaround.

    posted in Cinema 4D SDK •
    RE: R21 CommandData with option - not working on macOS

    Hi @r_gigante ,

    Has this issue been resolved yet?

    Thanks,
    Phil

    posted in Cinema 4D SDK •
    RE: Interact with Plugin Dialog [R21][Win][python]

    Hi zipit,

    I thought that might be the case... ={

    Ah well - I'll have to figure out another way... Thanks for your help.

    posted in Cinema 4D SDK •
    RE: Interact with Plugin Dialog [R21][Win][python]

    Hi zipit, Manuel...

    Thanks for the replies.

    @Manuel, I did have a quick scan of the "How to Post Questions" post, but obviously misunderstood the tagging part. I added the "tags" in the title! =P Will be sure to look more closely next time.

    Ok, I'll try to flesh out the details a bit more...

    The steps are like this :

    • A standalone Python app allows the user to specify multiple "assets" to process.
    • Each asset has one or more fbx files and a set of textures.
    • The app writes out a "process" text file (with all the relevant data) for each asset to a process directory and then launches C4D.
    • I have a very basic ".pyp" file in the plugins directory that calls my python "processing" script on launch.
    • This script gets the list of "process" files and then iterates through them :
      • The FBX file(s) are imported into a fresh scene.
      • The plugin is loaded. (it's this one here - used to set up materials specifically for different renderers)
        Here is where I'm stuck. At this point I need to be able to :
      • Set a number of variables in a "c4d.gui.GeDialog" class...
      • Call a number of functions from the same class...

    Essentially, I need to be able to access variables and functions within a GeDialog class instance that has been loaded by a plugin... (I think that's the right way to put it)

    Thanks again,
    Phil

    posted in Cinema 4D SDK •
    Interact with Plugin Dialog [R21][Win][python]

    Hi all,

    I'm new to C4D and to the forum (so please forgive me if I'm not posting correctly).

    As the title suggests, I'm struggling to figure out how to interact with a Plugin Dialog...

    After hours of searching online for a solution, the closest I got was this post - which doesn't seem to have a solution. ={

    Basically, I'm writing a script to automate the setup of assets in C4D... It imports models from one or more FBX files and then needs to apply some textures to them. I need to use an existing plugin to set up and apply the textures...

    I have the plugin ID, and I can load it with CallCommand, but then I can't seem to interact with the dialog at all. ={

    I've tried to use the CallButton and CallFunction commands, but get no response or return from them...?

    Any help would be very much appreciated.

    Thanks,
    Phil

    posted in Cinema 4D SDK •