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Home Page: https://nrosenstein-c4d.github.io/c4ddev/
License: Other
C4D Plugin Development Tools
Home Page: https://nrosenstein-c4d.github.io/c4ddev/
License: Other
Need to ask Maxon for correct PyObject definition for the Python GeDialog type.
Need to investigate this. In C4D, I get
Traceback (most recent call last):
File "'loader.pyp'", line 252, in <module>
File "<string>", line 42, in <module>
File "<string>", line 152
_urllib_parse_moved_attributes=[MovedAttribute("ParseResult","urlparse","urllib.parse"),MovedAttribute("SplitResult","urlparse","urllib.parse"),MovedAttribute("parse_qs","urlparse","urllib.parse"),MovedAttribute("parse_qsl","urlparse","urllib.parse"),MovedAttribute("urldefrag","urlparse","urllib.parse"),MovedAttribute("urljoin","urlparse","urllib.parse"),MovedAttribute("urlparse","urlparse","urllib.parse"),MovedAttribute("urlsplit","urlparse","urllib.parse"),MovedAttribute("urlunparse","urlparse","urll
ib.parse"),MovedAttribute("urlunsplit","urlparse","urllib.parse"),MovedAttribute("quote","urllib","urllib.parse"),MovedAttribute("quote_plus","urllib","urllib.parse"),MovedAttribute("unquote","urllib","urllib.parse"),MovedAttribute("unquote_plus","urllib","urllib.parse"),MovedAttribute("urlencode","urllib","urllib.parse"),MovedAttribute("splitquery","urllib","urllib.parse"),MovedAttribute("splittag","urllib","urllib.parse"),MovedAttribute("splituser","urllib","urllib.parse"),MovedAttribute("uses_fragment",
"urlparse","urllib.parse"),MovedAttribute("uses_netloc","urlparse","urllib.parse"),MovedAttribute("uses_params","urlparse","urllib.parse"),MovedAttribute("uses_query","urlparse","urllib.parse"),MovedAttribute("uses_relative","urlparse","urllib.parse"),]
^
IndentationError: expected an indented block
Try to run the code as is via standard Python gives
Traceback (most recent call last):
File "test.py", line 1630, in <module>
exec(b.b64decode(blob), vars(m)); nodepy=m; del blob, b, t, m;
File "<string>", line 832, in <module>
NameError: name '__file__' is not defined
Currently, it uses a letter "U" in devtools/lib/devtools/ext/uescape_tool.py
, but it must use a lower "u" character for the unicode escape sequence of a character.
Btw. for now you can find compiled versions for Windows & Mac here:
There is a error in the Console Cinema4d after starting program
Traceback (most recent call last):
File "'c4ddev-loader.pyp'", line 360, in
File "", line 382, in exec_
File "C:\Users\Dude\AppData\Roaming\MAXON\CINEMA 4D R17_8DE13DAD\plugins\c4ddev-0.1.3\lib\c4ddev\main.py", line 35, in
require('./resource')
File "", line 452, in call
File "", line 819, in resolve_and_load
File "", line 800, in load_module
File "", line 382, in exec_
File "C:\Users\Dude\AppData\Roaming\MAXON\CINEMA 4D R17_8DE13DAD\plugins\c4ddev-0.1.3\lib\c4ddev\resource.py", line 35, in
from nr.parse import strex
ImportError: No module named nr.parse
If your reload Python plugins, the devtools
module will also be reloaded. But the original module object might still be referenced in an already compiled Python Tag or Generator. If a Proxy object would be added to sys.modules
under the entry devtools
which proxies the actual module _devtools
, that could resolve the issue.
Due to changes in the imports in the resources.py
, the
c4ddev rpkg c4d_symbols.rpkg
does not work properly and cannot proceed with any compilations.
I can offer to fix this, as well as add new supported languages for C4D R20+ :) - I can make a separate issue for this as well.
BR,
Paula
Namespace packages all have their own __init__.pyc
but usually with the same content as other packages in the same namespace. Packaging multiple packages of the same namespace into a single .egg adds all of their __init__.pyc
files to the ZIP file, resulting in multiple entries of the same file.
We should check if the file being added already exists. If it does, we should then check if the file is just a namespace indicator. If it is, we can omitt it. Otherwise we should warn the user and still add multiple entries.
Hi Niklas,
Thank you creating and sharing this project.
I was getting this error:
C4DDev API EXtensions installed.
Copyright (c) 2015 Niklas Rosenstein
Binding C4DDev Scripting Server to localhost:2900 ...
C4DDev Scripting Server: running
Traceback (most recent call last):
File "C:\Program Files\MAXON\Cinema 4D R18 Demo\plugins\c4ddev\plugins\scripting_server.py", line 367, in CoreMessage
source.execute(scope)
File "C:\Program Files\MAXON\Cinema 4D R18 Demo\plugins\c4ddev\plugins\scripting_server.py", line 144, in execute
dirname = os.path.dirname(self.filename)
NameError: name 'os' is not defined
The 'os' module needs to be appended here (line 119, file scripting_server.py):
import sys, codecs, socket, hashlib, threading
After adding it and restarting C4D all works ok.
We've moved the "new" C4DTools into C4DDev in 8d70ad7, but this new version didn't feature everything valuable from the old version. We should make sure we're not missing something very useful from the old version here: https://github.com/NiklasRosenstein/py-deprecated-c4dtools/tree/v1.3.1
This command would check if the directory structure is correct, warn for any missing files, check if all symbols used in the .res and .str are defined in the .h file, maybe even do a syntax check and report when a symbol in the .h file does not have a fixed value.
With release v0.1.6, if we copy C4DDev plugin into c4d plugin directory, we need start c4d with administrator privilege for the first time, to let C4DDev plugin initialize itself. After that we can use c4d and plugin normally.
If we don't use Administrator privilege, then we will get IOError in C4D Script Console
Could this information to https://niklasrosenstein.github.io/c4ddev/getting-started/ to avoid installation problem?
BaseBitmap::GetLine()
?c4d.bitmaps.BaseBitmap
objects as parameters additionally to GeClipMap
s (requires c4ddev::PyBaseBitmap_Get()
to be implemented correctly)When the c4ddev script is created, nodepy sets the PYTHONPATH to make sure it can find all the modules that were installed by nodepy-pm. But these paths are not supposed to be set when starting C4D. This leads to quite some issues, especially when c4ddev is installed with Python 3 as it causes the Python 3 site.py
to be imported instead of the C4D Python 2 site.py
.
Info on the bitsets used when rendering a shader in a specific material channel.
[OK] '{:b}'.format(c4d.TEX_TILE)
'1'
[OK] '{:b}'.format(c4d.TEX_ALPHA)
'100'
[OK] '{:b}'.format(c4d.TEX_MIRROR)
'10'
[OK] '{:b}'.format(c4d.TEX_BUMP)
'1000'
0000000000000001 Color
0000000100000001 Environment
0000000010000001 Transparency
0000000011000001 Reflectance
0000000001000001 Luminance
0000001101000001 Normal
0000001011000001 Displacement
0000000110111001 Bump1
0000000110011001 Bump3
0000000110001001 Bump2
0000000110101001 Bump4
0000000111000101 Alpha
0000001100000001 Diffuse
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