/ Published in: Python
Simple animation in C4D (R13) consisting of moving a cube from state 1 to state 2 with Python.
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# CGTalk Example... # By: Ricardo Prada. """ State at frame 0: + Position: (0,0,0) # in cm + Rotation: (0,0,0) # in XYZ-degrees format + Size: (100,200,200) # in cm + Segments: (10,20,20) + Material: Blue + Bend (Deformer): - Position: (0,0,0) # in cm - Rotation: (0,0,0) # in XYZ-degrees format - Size: (100,200,200) # in cm - Mode: "Limited" - Strength: 45 # in degrees - Angle: 30 # in degrees State at frame 120: + Position: (900,1200,2500) # in cm + Rotation: (45,80,120) # in XYZ-degrees format + Size: (200,300,700) # in cm + Segments: (20,30,70) + Material: Red + Bend (Deformer): - Position: (900,1200,2500) # in cm - Rotation: (45,80,120) # in XYZ-degrees format - Size: (200,300,700) # in cm - Mode: "Limited" - Strength: 120 # in degrees - Angle: 60 # in degrees """ import c4d import math def CreateKey(op,id,value,frame): if not op.GetDocument(): raise Exception, "object must be in a document" # First check if the track type already exists, otherwise create it... track=op.FindCTrack(id) if not track: track=c4d.CTrack(op,id) op.InsertTrackSorted(track) curve=track.GetCurve() key=curve.AddKey(c4d.BaseTime(frame,doc.GetFps())) if type(value)==int or type(value)==float: key["key"].SetValue(curve,value) else: key["key"].SetGeData(curve,value) def main(): # Initial Parameters: fps=30 minFrame=0 maxFrame=150 doc.SetFps(fps) doc.SetMinTime(c4d.BaseTime(minFrame,fps)) doc.SetMaxTime(c4d.BaseTime(maxFrame,fps)) doc.SetTime(c4d.BaseTime(maxFrame,fps)) # Materials: mat1=c4d.BaseMaterial(c4d.Mmaterial) mat1.SetName("Blue") mat1[c4d.MATERIAL_COLOR_COLOR]=c4d.Vector(0,0,1) doc.InsertMaterial(mat1) mat2=c4d.BaseMaterial(c4d.Mmaterial) mat2.SetName("Red") mat2[c4d.MATERIAL_COLOR_COLOR]=c4d.Vector(1,0,0) doc.InsertMaterial(mat2) # Texture: mtag=c4d.TextureTag() # Create a new texture tag... # Cube: cube=c4d.BaseObject(c4d.Ocube) cube.SetName("MyCube") cube.InsertTag(mtag) doc.InsertObject(cube) doc.SetActiveObject(cube) # The record command needs an active object... cube.Message(c4d.MSG_UPDATE) # Deformer: bend=c4d.BaseObject(c4d.Obend) bend.SetName("MyBend") bend[c4d.BENDOBJECT_MODE]=1 # 0=Within Box, 1=Limited, 2=Unlimited... doc.InsertObject(bend,cube) # Add it to the Object Manager as a child of the cube... doc.SetActiveObject(bend) # The record command needs an active object bend.Message(c4d.MSG_UPDATE) # ID Definitions: # + Position: ID_IDBASEOBJECTGLOBALPOSITION_X=c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_GLOBAL_POSITION,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_X,c4d.DTYPE_REAL,0)) ID_IDBASEOBJECTGLOBALPOSITION_Y=c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_GLOBAL_POSITION,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Y,c4d.DTYPE_REAL,0)) ID_IDBASEOBJECTGLOBALPOSITION_Z=c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_GLOBAL_POSITION,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Z,c4d.DTYPE_REAL,0)) # + Rotation: ID_IDBASEOBJECTGLOBALROTATION_X=c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_GLOBAL_ROTATION,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_X,c4d.DTYPE_REAL,0)) ID_IDBASEOBJECTGLOBALROTATION_Y=c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_GLOBAL_ROTATION,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Y,c4d.DTYPE_REAL,0)) ID_IDBASEOBJECTGLOBALROTATION_Z=c4d.DescID(c4d.DescLevel(c4d.ID_BASEOBJECT_GLOBAL_ROTATION,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Z,c4d.DTYPE_REAL,0)) # + Size: ID_PRIMCUBELEN_X=c4d.DescID(c4d.DescLevel(c4d.PRIM_CUBE_LEN,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_X,c4d.DTYPE_REAL,0)) ID_PRIMCUBELEN_Y=c4d.DescID(c4d.DescLevel(c4d.PRIM_CUBE_LEN,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Y,c4d.DTYPE_REAL,0)) ID_PRIMCUBELEN_Z=c4d.DescID(c4d.DescLevel(c4d.PRIM_CUBE_LEN,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Z,c4d.DTYPE_REAL,0)) # + Segments: ID_PRIMCUBESUBX=c4d.DescID(c4d.DescLevel(c4d.PRIM_CUBE_SUBX,c4d.DTYPE_LONG,0)) ID_PRIMCUBESUBY=c4d.DescID(c4d.DescLevel(c4d.PRIM_CUBE_SUBY,c4d.DTYPE_LONG,0)) ID_PRIMCUBESUBZ=c4d.DescID(c4d.DescLevel(c4d.PRIM_CUBE_SUBZ,c4d.DTYPE_LONG,0)) # + Material: ID_TEXTURETAGMATERIAL=c4d.DescID(c4d.DescLevel(c4d.TEXTURETAG_MATERIAL,c4d.DTYPE_BASELISTLINK,0)) # + Bend: # - Position: Defined above. # - Rotation: Defined above. # - Size: ID_DEFORMOBJECTSIZE_X=c4d.DescID(c4d.DescLevel(c4d.DEFORMOBJECT_SIZE,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_X,c4d.DTYPE_REAL,0)) ID_DEFORMOBJECTSIZE_Y=c4d.DescID(c4d.DescLevel(c4d.DEFORMOBJECT_SIZE,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Y,c4d.DTYPE_REAL,0)) ID_DEFORMOBJECTSIZE_Z=c4d.DescID(c4d.DescLevel(c4d.DEFORMOBJECT_SIZE,c4d.DTYPE_VECTOR,0),c4d.DescLevel(c4d.VECTOR_Z,c4d.DTYPE_REAL,0)) # - Mode: Constant over time, so not defined... # - Strength: ID_DEFORMOBJECTSTRENGTH=c4d.DescID(c4d.DescLevel(c4d.DEFORMOBJECT_STRENGTH,c4d.DTYPE_REAL,0)) # - Angle: ID_DEFORMOBJECTANGLE=c4d.DescID(c4d.DescLevel(c4d.DEFORMOBJECT_ANGLE,c4d.DTYPE_REAL,0)) # Keys: # At frame = 0: frame=0 # + Position: CreateKey(cube,ID_IDBASEOBJECTGLOBALPOSITION_X,value=0,frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALPOSITION_Y,value=0,frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALPOSITION_Z,value=0,frame=frame) # + Rotation: CreateKey(cube,ID_IDBASEOBJECTGLOBALROTATION_X,value=0,frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALROTATION_Y,value=0,frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALROTATION_Z,value=0,frame=frame) # + Size: CreateKey(cube,ID_PRIMCUBELEN_X,value=100,frame=frame) CreateKey(cube,ID_PRIMCUBELEN_Y,value=200,frame=frame) CreateKey(cube,ID_PRIMCUBELEN_Z,value=200,frame=frame) # + Segments: CreateKey(cube,ID_PRIMCUBESUBX,value=10,frame=frame) CreateKey(cube,ID_PRIMCUBESUBY,value=20,frame=frame) CreateKey(cube,ID_PRIMCUBESUBZ,value=20,frame=frame) # + Material: CreateKey(mtag,ID_TEXTURETAGMATERIAL,value=mat1,frame=frame) # + Bend: # - Position: CreateKey(bend,ID_IDBASEOBJECTGLOBALPOSITION_X,value=0,frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALPOSITION_Y,value=0,frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALPOSITION_Z,value=0,frame=frame) # - Rotation: CreateKey(bend,ID_IDBASEOBJECTGLOBALROTATION_X,value=0,frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALROTATION_Y,value=0,frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALROTATION_Z,value=0,frame=frame) # - Size: CreateKey(bend,ID_DEFORMOBJECTSIZE_X,value=100,frame=frame) CreateKey(bend,ID_DEFORMOBJECTSIZE_Y,value=200,frame=frame) CreateKey(bend,ID_DEFORMOBJECTSIZE_Z,value=200,frame=frame) # - Strength: CreateKey(bend,ID_DEFORMOBJECTSTRENGTH,value=math.radians(45),frame=frame) # - Angle: CreateKey(bend,ID_DEFORMOBJECTANGLE,value=math.radians(30),frame=frame) cube.Message(c4d.MSG_UPDATE) # At frame = 120: frame=120 # + Position: CreateKey(cube,ID_IDBASEOBJECTGLOBALPOSITION_X,value=900,frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALPOSITION_Y,value=1200,frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALPOSITION_Z,value=2500,frame=frame) # + Rotation: CreateKey(cube,ID_IDBASEOBJECTGLOBALROTATION_X,value=math.radians(45),frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALROTATION_Y,value=math.radians(80),frame=frame) CreateKey(cube,ID_IDBASEOBJECTGLOBALROTATION_Z,value=math.radians(120),frame=frame) # + Size: CreateKey(cube,ID_PRIMCUBELEN_X,value=200,frame=frame) CreateKey(cube,ID_PRIMCUBELEN_Y,value=300,frame=frame) CreateKey(cube,ID_PRIMCUBELEN_Z,value=700,frame=frame) # + Segments: CreateKey(cube,ID_PRIMCUBESUBX,value=20,frame=frame) CreateKey(cube,ID_PRIMCUBESUBY,value=30,frame=frame) CreateKey(cube,ID_PRIMCUBESUBZ,value=70,frame=frame) # + Material: CreateKey(mtag,ID_TEXTURETAGMATERIAL,value=mat2,frame=frame) # + Bend: # - Position: CreateKey(bend,ID_IDBASEOBJECTGLOBALPOSITION_X,value=900,frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALPOSITION_Y,value=1200,frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALPOSITION_Z,value=2500,frame=frame) # - Rotation: CreateKey(bend,ID_IDBASEOBJECTGLOBALROTATION_X,value=math.radians(45),frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALROTATION_Y,value=math.radians(80),frame=frame) CreateKey(bend,ID_IDBASEOBJECTGLOBALROTATION_Z,value=math.radians(120),frame=frame) # - Size: CreateKey(bend,ID_DEFORMOBJECTSIZE_X,value=200,frame=frame) CreateKey(bend,ID_DEFORMOBJECTSIZE_Y,value=300,frame=frame) CreateKey(bend,ID_DEFORMOBJECTSIZE_Z,value=700,frame=frame) # - Strength: CreateKey(bend,ID_DEFORMOBJECTSTRENGTH,value=math.radians(120),frame=frame) # - Angle: CreateKey(bend,ID_DEFORMOBJECTANGLE,value=math.radians(60),frame=frame) cube.Message(c4d.MSG_UPDATE) c4d.EventAdd() if __name__=='__main__': main()