Best posts made by pyr
can't test it right now, but this should do the trick.
you'll need to install these packages to your c4d installation to make it work
import win32gui
import win32ui
import win32co
from pynput.keyboard import Key, Controller
handle = win32gui.FindWindow(0, "Texture Manager")
try:
if handle:
keyboard = Controller()
win32gui.SetForegroundWindow(handle)
keyboard.press(Key.ctrl)
keyboard.press(w)
keyboard.release(Key.ctrl)
keyboard.press(w)
except:
pass
The default python generator returns a parametric object (c4d.Ocube). So you have to convert it to a editable poly in the generator itself. So you don't need a cso in your script but in the generator when using parametric objects.
Python Generator
import c4d
#Welcome to the world of Python
def main():
c = c4d.BaseObject(c4d.Ocube)
return c4d.utils.SendModelingCommand(command = c4d.MCOMMAND_CURRENTSTATETOOBJECT,list = [c],
bc = c4d.BaseContainer(),
mode = c4d.MODELINGCOMMANDMODE_ALL,
doc = doc,
flags = 0)[0]
script
import c4d
doc = c4d.documents.GetActiveDocument()
gen =doc.GetActiveObject()
print gen.GetCache()
forget about it. i removed the c4d.OBJECT_INPUT flag during development and forgot to add it back.
Latest posts made by pyr
Hey,
i use
c4d.documents.MergeDocument(doc , f, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS | c4d.SCENEFILTER_MERGESCENE)
now i would like to group this new scene under a NULL. if i do the whole thing via obj.InsertUnder(null) i miss the materials.
which is totally logical but unfortunately not what i have in mind.
So one idea would be to insert the materials separately into the scene by checking the tags. The problem is that I can't be 100% sure that all the materials that are needed will be migrated.
Another approach would be to check which objects are already in the scene and then simply move the newly loaded ones under the zero.
So what is the best way to extend the functionality of MergeDocument to be able to specify a null object as root?
I have several object plugins and they all have the same problem - my custom caching functions work as expected until the document is saved and reopened. In that case the generator object returns an empty object. is there any kind of event I could use to force an update?
I got a setup with a stationary camera. i need to keep the object centered in my view and maximize its size but i can't change the rotation / position of my camera.
what i have so far is the following:
i calculate the center of the objekt and change the offset accordingly to center the object. now if i want to zoom in my offset calculations are wrong again.
edit:
can someone please move the thread into the right subforum?
here is a script i use to color polygon groups. unfortunately a bit slow
import c4d
from c4d import gui
import random
def main():
random.seed(666)
c4d.CallCommand(12139) # point mode
selection = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_NONE)
for s in selection:
cnt = s.GetPointCount()
tag = c4d.VariableTag(c4d.Tvertexcolor, cnt)
data = tag.GetDataAddressW()
bs = s.GetPointS()
done = []
for i in range(cnt):
if i in done: continue
r = random.random()
g = random.random()
b = random.random()
c = c4d.Vector4d(r,g,b,1)
bs.DeselectAll()
bs.Select(i)
c4d.CallCommand(12557)
sel = bs.GetAll(cnt)
for index, selected in enumerate(sel):
if not selected: continue
done.append(index)
c4d.VertexColorTag.SetColor(data, None, None, index, c)
done = list(set(done))
s.InsertTag(tag)
# Execute main()
if __name__=='__main__':
main()
forget about it. i removed the c4d.OBJECT_INPUT flag during development and forgot to add it back.
@m_magalhaes said in HOW TO REMOVE GENERATOR CHILDS WHEN CONVERTING VIA "C":
Something you can do is touching the objects either with a dependency list or directly.
Ah - i thought that touch only works with GVO. Never tried it to be honest. This solve at least the visibilty problem.
Hey,
i have built a spline gernerator that modifies a spline, when i convert the object i get my modified spline but also the hirachie remains. however i only need the new spline object.
Since GetContour() unfortunately doesn't support HirachyHelper I don't know how to hide the original objects and how to prevent the original splines from being present after the conversion.
The script change the compression method to zip not to Zips or what i expected: RLE because rle was the given value.
I need to change my exr compression to one scanline at a time but beside using a c4d default document is there any other way to change it directly in a script?