c4d.documents

class c4d.documents

Types

Functions Signatures

c4d.documents.GetRecentDocumentsList([isBodyPaint])

Retrieves the recent documents list.

c4d.documents.GetActiveDocument()

Returns the active document of Cinema 4D.

c4d.documents.GetFirstDocument()

Returns the first document in the list of documents within Cinema 4D.

c4d.documents.SetActiveDocument(doc)

Sets doc in the editor that the user is editing, this is the active document.

c4d.documents.SaveDocument(doc, name, saveflags, ...)

Saves the document to a file.

c4d.documents.RenderDocument(doc, rdata, bmp[, ...])

Renders the document to a bitmap. You need to initialize the image with the size of the render data

c4d.documents.MergeDocument(doc, name, loadflags, ...)

Merges the file name into the document doc.

c4d.documents.LoadFile(name)

Loads a file into Cinema 4D and opens it.

c4d.documents.KillDocument(doc)

Removes and free all resources of this document.

c4d.documents.InsertBaseDocument(doc)

Inserts a document into the Cinema 4D editor list of documents.

c4d.documents.LoadDocument(name, loadflags[, thread])

Similar to LoadFile() but this time the document is not put into the editors list of documents and it gives control over the loaded document.

c4d.documents.CloseAllDocuments()

Closes all open documents in Cinema 4D.

c4d.documents.SetDocumentTime(doc, time)

Controls the time of the active document doc.

c4d.documents.RunAnimation(doc, stop, forward)

Controls the animation in the active document doc.

c4d.documents.InteractiveModeling_Restart(doc)

Used for modeling tools with GUI input.

c4d.documents.IsolateObjects(doc, t_objects)

A helper routine to copy the objects t_objects of document doc to a new document (returned).

c4d.documents.StopExternalRenderer()

Stop the external renderer.

c4d.documents.GetBatchRender()

Get the batch render instance.

c4d.documents.GetAllAssets(doc, allowDialogs, lastPath)

Deprecated since version S22: Use c4d.documents.GetAllAssetsNew().

c4d.documents.GetAllAssetsNew(doc, allowDialogs, lastPath)

Get all assets from a document.

c4d.documents.SaveProject(doc, flags, targetPath, ...)

Save the document as a project (menu “Save Project with Assets”).

c4d.documents.GetFirstMarker(doc)

Returns the first timeline marker of the document.

c4d.documents.AddMarker(doc, pPred, time, name)

Inserts a timeline marker into the document at a given time. Optionally an insertion point pPred in the timeline marker list can be specified, giving the marker before the wanted insertion point.

Functions Documentation

c4d.documents.GetRecentDocumentsList(isBodyPaint=False)

Retrieves the recent documents list.

New in version R21.

Parameters

isBodyPaint (bool) – True to retrieve BodyPaint’s list.

Return type

maxon.BaseArray (maxon.Url)

Returns

The recent documents list.

c4d.documents.GetActiveDocument()

Returns the active document of Cinema 4D.

Return type

c4d.documents.BaseDocument

Returns

The active document.

c4d.documents.GetFirstDocument()

Returns the first document in the list of documents within Cinema 4D.

Return type

c4d.documents.BaseDocument

Returns

The first document.

c4d.documents.SetActiveDocument(doc)

Sets doc in the editor that the user is editing, this is the active document.

Warning

It’s mandatory for doc to be already inserted into the Cinema 4D list of documents.
This can be done with InsertBaseDocument().
Parameters

doc (c4d.documents.BaseDocument) – The document.

c4d.documents.SaveDocument(doc, name, saveflags, format)

Saves the document to a file.

See also

The script that shows how to effectively access and change the settings of an importer/exporter.

See also

Warning note in SceneSaverData.Save().

Parameters
  • doc (c4d.documents.BaseDocument) – Command ID

  • name (Union[str, c4d.storage.MemoryFileStruct]) – File to save the document to.

  • saveflags (int) –

    The flags

    SAVEDOCUMENTFLAGS_NONE

    None.

    SAVEDOCUMENTFLAGS_DIALOGSALLOWED

    Flag to inform that a dialog can be displayed. If this flag is not set then no dialogs must be opened.

    SAVEDOCUMENTFLAGS_SAVEAS

    Forces a “Save As” and opens the file dialog.

    SAVEDOCUMENTFLAGS_DONTADDTORECENTLIST

    Do not add the saved document to the recent file list.

    SAVEDOCUMENTFLAGS_AUTOSAVE

    Sets the “Auto Save” mode. Files are not added to the recent file list and the document change star will not be reset.

    SAVEDOCUMENTFLAGS_SAVECACHES

    For melange export only. Caches of objects will also be written (only supported by Cinema 4D file format).

    SAVEDOCUMENTFLAGS_EXPORTDIALOG

    Opens the Export dialog.

    SAVEDOCUMENTFLAGS_CRASHSITUATION

    This flag is passed to Cinema 4D if a crash occurred.

    SAVEDOCUMENTFLAGS_NO_SHADERCACHE

    Disables the SCENEFILTER_SAVE_BINARYCACHE flag.

  • format (int) –

    The file format to save the document as.

    FORMAT_PREF

    Preferences.

    FORMAT_WAV

    WAV sound.

    FORMAT_L4D

    Layout.

    FORMAT_P4D

    Layout.

    FORMAT_C4DIMPORT

    Cinema 4D import.

    FORMAT_C4DEXPORT

    Cinema 4D export.

    FORMAT_VRML1IMPORT

    VRML 1 import.

    FORMAT_VRML1EXPORT

    VRML 1 export.

    FORMAT_VRML2IMPORT

    VRML 2 import.

    FORMAT_VRML2EXPORT

    VRML 2 export.

    FORMAT_DXFIMPORT

    DXF import.

    FORMAT_DXFEXPORT

    DXF export.

    FORMAT_3DSIMPORT

    3DS import.

    FORMAT_3DSEXPORT

    3DS export.

    FORMAT_OBJIMPORT

    Old OBJ import (R16 and older).

    FORMAT_OBJEXPORT

    Old OBJ export (R16 and older).

    FORMAT_Q3DIMPORT

    QuickDraw 3D import.

    FORMAT_Q3DEXPORT

    QuickDraw 3D export.

    FORMAT_AIIMPORT

    AI import.

    FORMAT_DEMIMPORT

    DEM import.

    FORMAT_D3DEXPORT

    Direct3D export.

    FORMAT_OBJ2IMPORT

    New in version R17.048: New OBJ import (R17 and newer).

    FORMAT_OBJ2EXPORT

    New in version R17.048: New OBJ export (R17 and newer).

    FORMAT_SKPIMPORT

    New in version R17.048: SketchUp import.

    FORMAT_STEPIMPORT

    New in version R20.026: Step import.

    FORMAT_CATIAIMPORT

    New in version R20.026: Catia V5 import.

    FORMAT_IGESIMPORT

    New in version R20.026: Iges import.

    FORMAT_JTIMPORT

    New in version R20.026: Jt import.

    FORMAT_SOLIDWORKSIMPORT

    New in version R20.026: Solidworks import.

    FORMAT_ABCIMPORT

    New in version R20.041: Alembic import (R20.041 and newer).

    FORMAT_ABCEXPORT

    New in version R20.041: Alembic export (R20.041 and newer).

    FORMAT_DAE14IMPORT

    New in version R20.041: Collada 14 import (R20.041 and newer).

    FORMAT_DAE14EXPORT

    New in version R20.041: Collada 14 export (R20.041 and newer).

    FORMAT_DAE15IMPORT

    New in version R20.041: Collada 15 import (R20.041 and newer).

    FORMAT_DAE15EXPORT

    New in version R20.041: Collada 15 export (R20.041 and newer).

    FORMAT_AI_EXPORT

    New in version S22: Adobe Illustrator AI export.

    FORMAT_ALLPLAN_EXPORT

    New in version S22: Allplan XML export.

    FORMAT_BVH_IMPORT

    New in version S22: BVH import.

    FORMAT_FBX_EXPORT

    New in version S22: FBX export.

    FORMAT_FBX_IMPORT

    New in version S22: FBX import.

    FORMAT_GLTFEXPORT

    New in version S22: glTF export.

    FORMAT_DWG_IMPORT

    New in version S22: AutoCAD DWG import.

    FORMAT_STL_EXPORT

    New in version S22: STL export.

    FORMAT_STL_IMPORT

    New in version S22: STL import.

    FORMAT_VDB_EXPORT

    New in version S22: Volume VDB export.

    FORMAT_VDB_IMPORT

    New in version S22: Volume VDB import.

Return type

bool

Returns

True if successful, otherwise False.

c4d.documents.RenderDocument(doc, rdata, bmp, renderflags=0, th=None, prog=None, wprog=None)

Renders the document to a bitmap. You need to initialize the image with the size of the render data

Note

A MultipassBitmap must be passed to render the image with an alpha channel.

"""
Copyright: MAXON Computer GmbH
Author: Maxime Adam

Description:
    - Render the current document with a progress hook to get notified about the current rendering progress.

Class/method highlighted:
    - c4d.bitmaps.MultipassBitmap
    - c4d.documents.RenderDocument()

"""
import c4d


def PythonCallBack(progress, progress_type):
    """Function passed in RenderDocument. It will be called automatically by Cinema 4D with the current render progress.

    Args:
        progress (float): The percent of the progress for the current step
        progress_type (c4d.RENDERPROGRESSTYPE): The Main part of the current rendering step
    """
    text = str()

    if progress_type == c4d.RENDERPROGRESSTYPE_BEFORERENDERING:
        text = "Before Rendering"

    elif progress_type == c4d.RENDERPROGRESSTYPE_DURINGRENDERING:
        text = "During Rendering"

    elif progress_type == c4d.RENDERPROGRESSTYPE_AFTERRENDERING:
        text = "After Rendering"

    elif progress_type == c4d.RENDERPROGRESSTYPE_GLOBALILLUMINATION:
        text = "GI"

    elif progress_type == c4d.RENDERPROGRESSTYPE_QUICK_PREVIEW:
        text = "Quick Preview"

    elif progress_type == c4d.RENDERPROGRESSTYPE_AMBIENTOCCLUSION:
        text = "AO"

    # Prints to the console the current progress
    print("ProgressHook called [{0} / p: {1}]".format(text, progress * 100.0))


def PythonWriteCallBack(mode, bmp, fn, mainImage, frame, renderTime, streamnum, streamname):
    """Function passed in RenderDocument.
    It will be called automatically by Cinema 4D when the file rendered file should be saved.

    Args:
        mode (c4d.WRITEMODE): The write mode.
        bmp (c4d.bitmaps.BaseBitmap): The bitmap written to.
        fn (str): The path where the file should be saved.
        mainImage (bool): True for main image, otherwise False.
        frame (int): The frame number.
        renderTime (int): The bitmap frame time.
        streamnum (int): The stream number.
        streamname (streamname: str): The stream name.
    """
    text = str()

    if mode == c4d.WRITEMODE_STANDARD:
        text = "Standard"

    elif mode == c4d.WRITEMODE_ASSEMBLE_MOVIE:
        text = "Assemble Movie"

    elif mode == c4d.WRITEMODE_ASSEMBLE_SINGLEIMAGE:
        text = "Assemble single image"

    print("ProgressWriteHook called [{0} / p: {1}]".format(text, renderTime))


def main():
    # Retrieves the current active render settings
    rd = doc.GetActiveRenderData()

    # Creates a Multi Pass Bitmaps that will store the render result
    bmp = c4d.bitmaps.MultipassBitmap(int(rd[c4d.RDATA_XRES]), int(rd[c4d.RDATA_YRES]), c4d.COLORMODE_RGB)
    if bmp is None:
        raise RuntimeError("Failed to create the bitmap.")

    # Adds an alpha channel
    bmp.AddChannel(True, True)

    # Renders the document
    if c4d.documents.RenderDocument(doc, rd.GetData(), bmp, c4d.RENDERFLAGS_EXTERNAL, prog=PythonCallBack,
                                    wprog=PythonWriteCallBack) != c4d.RENDERRESULT_OK:
        raise RuntimeError("Failed to render the temporary document.")

    # Displays the render in the Picture Viewer
    c4d.bitmaps.ShowBitmap(bmp)


if __name__ == "__main__":
    main()
Parameters
  • doc (c4d.documents.BaseDocument) – The document you want to render.

  • rdata (c4d.BaseContainer) – The render data.

  • bmp (c4d.bitmaps.BaseBitmap) – The bitmap where the rendered picture will be saved in. Initialize the image with the size of the render data.

  • renderflags (int) –

    Some renderflags.

    RENDERFLAGS_NONE

    None.

    RENDERFLAGS_EXTERNAL

    External render.

    RENDERFLAGS_NODOCUMENTCLONE

    Set to avoid an automatic clone of the scene sent to RenderDocument().

    RENDERFLAGS_SHOWERRORS

    Show error messages.

    RENDERFLAGS_PREVIEWRENDER

    Preview render.

    RENDERFLAGS_IRR

    Interactive region render.

    RENDERFLAGS_CREATE_PICTUREVIEWER

    Render in a new Picture Viewer.

    RENDERFLAGS_OPEN_PICTUREVIEWER

    Open the Picture Viewer.

    RENDERFLAGS_KEEP_CONTEXT

    Private.

    RENDERFLAGS_BATCHRENDER

    Render in Batch Render. Private.

    RENDERFLAGS_NET

    Use NET System for rendering.

    RENDERFLAGS_DONTANIMATE

    New in version R17.032: Do not animate document before rendering. This should only be used in combination with RENDERFLAGS_PREVIEWRENDER.

    RENDERFLAGS_PREVIEWSETTINGS

    New in version R19: Use preview settings.

    RENDERFLAGS_RENDERQUEUEERRORS

    New in version R21.108: Cancel Render Queue rendering if scene has missing assets.

    Note

    If you are in a safe context you might use RENDERFLAG_NODOCUMENTCLONE to speed up the render process especially on big scenes.

  • th (Optional[c4d.threading.BaseThread]) – The thread to test for a break or None.

  • prog (Optional[Callable[[float, int], None]]) –

    New in version R21.

    A function that will be called during the rendering with information about the current progress.

    The expected function signature is functionName(p, progress_type) and parameters correspond to:

    • p (float): The progress, between 0.0 and 1.0.

    • progress_type: The render Progress type:

      New in version R21.

      Symbol ID

      Description

      RENDERPROGRESSTYPE_BEFORERENDERING

      Before rendering.

      RENDERPROGRESSTYPE_DURINGRENDERING

      During rendering.

      RENDERPROGRESSTYPE_AFTERRENDERING

      After rendering.

      RENDERPROGRESSTYPE_GLOBALILLUMINATION

      GI prepass.

      RENDERPROGRESSTYPE_QUICK_PREVIEW

      Quick Preview rendering.

      RENDERPROGRESSTYPE_AMBIENTOCCLUSION

      AO prepass.

  • wprog (Optional[Callable[[int, Optional[c4d.bitmaps.BaseBitmap], str, bool, int, int, int, str], None]]) –

    New in version R21.

    The write progress hook for the render operation.

    The expected function signature is functionName(mode, bmp, fn, mainImage, frame, renderTime, streamnum, streamname) and parameters correspond to:

    • mode: the write mode type:

      Symbol ID

      Description

      WRITEMODE_STANDARD

      Standard.

      WRITEMODE_ASSEMBLE_MOVIE

      Assemble movie.

      WRITEMODE_ASSEMBLE_SINGLEIMAGE

      Assemble single image.

    • bmp (c4d.bitmaps.BaseBitmap): The bitmap written to. Can be None.

    • fn (str): The filename where the file is going to be written to.

    • mainImage (bool): True for main image, otherwise False.

    • frame (int): The frame number.

    • renderTime (int): The bitmap frame time.

    • streamnum (int): The stream number.

    • streamname (str): The stream name.

Return type

int

Returns

The result:

RENDERRESULT_OUTOFMEMORY Not enough memory. RENDERRESULT_ASSETMISSING Assets (textures etc.) are missing. RENDERRESULT_SAVINGFAILED Failed to save. RENDERRESULT_USERBREAK User stopped the processing. RENDERRESULT_GICACHEMISSING GI cache is missing. RENDERRESULT_NOMACHINE Machine was not found. Can only happen during Team Rendering. RENDERRESULT_PROJECTNOTFOUND Project was not found. Can only be returned by Cinema 4D during command line rendering. RENDERRESULT_ERRORLOADINGPROJECT There was an error while loading the project. Can only be returned by Cinema 4D during command line rendering. RENDERRESULT_NOOUTPUTSPECIFIED Output was not specified. Can only be returned by Cinema 4D during command line rendering. ================================== ==============================================================================================================

c4d.documents.MergeDocument(doc, name, loadflags, thread)

Merges the file name into the document doc.

Parameters
  • doc (c4d.documents.BaseDocument) – The document to merge the loaded document name into.

  • name (Union[str, c4d.storage.MemoryFileStruct]) – The file to merge into doc.

  • loadflags (int) –

    The scene filter flags for the loader:

    SCENEFILTER_NONE

    None.

    SCENEFILTER_OBJECTS

    Load/save objects.

    SCENEFILTER_MATERIALS

    Load/save materials.

    SCENEFILTER_DIALOGSALLOWED

    Flag to inform a plugin that a dialog can be displayed. If this flag is not set then no dialogs must be opened.

    SCENEFILTER_PROGRESSALLOWED

    Flag to inform a plugin that a progress bar can be displayed. The progress bar can be set by calling StatusSetBar().

    SCENEFILTER_MERGESCENE

    Flag to inform a plugin that this is a merge operation, i.e. the document that is inserted to is an existing scene.

    SCENEFILTER_NONEWMARKERS

    Objects loaded from disk will keep their markers.

    SCENEFILTER_SAVECACHES

    For melange export only. Caches of objects will also be written (only supported by Cinema 4D format). This is the same as the global option “Save Polygon Objects for Melange Exchange”.

    SCENEFILTER_NOUNDO

    Use together with SCENEFILTER_MERGESCENE to avoid that undos are created for the merge operation.

    SCENEFILTER_SAVE_BINARYCACHE

    Save the binary compiled shaders with the scene (only for Cinema 4D format).

    SCENEFILTER_IDENTIFY_ONLY

    Do not load the whole document, identify it only.

    SCENEFILTER_ONLY_RENDERDATA

    Only load render settings. If this flag is set, SCENEFILTER_OBJECTS and SCENEFILTER_MATERIALS are ignored.

    SCENEFILTER_IGNOREMISSINGPLUGINSINNONACTIVERENDERDATA

    Ignore all missing plugins which are part of a non-active render data.

    SCENEFILTER_IGNOREXREFS

    New in version R16.038: Avoid that included X-Refs will be loaded.

    SCENEFILTER_DONTCORRECTOUTPUTFORMAT

    Do not change unknown output formats in render settings.

  • thread (Optional[c4d.threading.BaseThread]) – The current thread, or None for the main Cinema 4D thread.

Return type

bool

Returns

True if successful, otherwise False.

c4d.documents.LoadFile(name)

Loads a file into Cinema 4D and opens it.

Note

This function can be used to open any kind of file Cinema 4D handles i.e. a document, an image, a layout or a lib4d/cat4d file.

Parameters

name (str) – The file to load.

c4d.documents.KillDocument(doc)

Removes and free all resources of this document.

Parameters

doc (c4d.documents.BaseDocument) – The document to free.

c4d.documents.InsertBaseDocument(doc)

Inserts a document into the Cinema 4D editor list of documents.

Note

SetActiveDocument() is called implicitly.

Parameters

doc (c4d.documents.BaseDocument) – The document to insert.

c4d.documents.LoadDocument(name, loadflags, thread=None)

Similar to LoadFile() but this time the document is not put into the editors list of documents and it gives control over the loaded document.

Parameters
  • name (Union[str, c4d.storage.MemoryFileStruct]) – The name of the file to load the document from.

  • loadflags (int) –

    The scene filter flags for the loader:

    SCENEFILTER_NONE

    None.

    SCENEFILTER_OBJECTS

    Load/save objects.

    SCENEFILTER_MATERIALS

    Load/save materials.

    SCENEFILTER_DIALOGSALLOWED

    Flag to inform a plugin that a dialog can be displayed. If this flag is not set then no dialogs must be opened.

    SCENEFILTER_PROGRESSALLOWED

    Flag to inform a plugin that a progress bar can be displayed. The progress bar can be set by calling StatusSetBar().

    SCENEFILTER_MERGESCENE

    Flag to inform a plugin that this is a merge operation, i.e. the document that is inserted to is an existing scene.

    SCENEFILTER_NONEWMARKERS

    Objects loaded from disk will keep their markers.

    SCENEFILTER_SAVECACHES

    For melange export only. Caches of objects will also be written (only supported by Cinema 4D format). This is the same as the global option “Save Polygon Objects for Melange Exchange”.

    SCENEFILTER_NOUNDO

    Use together with SCENEFILTER_MERGESCENE to avoid that undos are created for the merge operation.

    SCENEFILTER_SAVE_BINARYCACHE

    Save the binary compiled shaders with the scene (only for Cinema 4D format).

    SCENEFILTER_IDENTIFY_ONLY

    Do not load the whole document, identify it only.

    SCENEFILTER_ONLY_RENDERDATA

    Only load render settings. If this flag is set, SCENEFILTER_OBJECTS and SCENEFILTER_MATERIALS are ignored.

    SCENEFILTER_IGNOREMISSINGPLUGINSINNONACTIVERENDERDATA

    Ignore all missing plugins which are part of a non-active render data.

    SCENEFILTER_IGNOREXREFS

    New in version R16.038: Avoid that included X-Refs will be loaded.

    SCENEFILTER_DONTCORRECTOUTPUTFORMAT

    Do not change unknown output formats in render settings.

  • thread (Optional[c4d.threading.BaseThread]) – The current thread, or None for the main Cinema 4D thread.

Return type

Optional[c4d.documents.BaseDocument]

Returns

The document that was loaded, or None if it failed.

c4d.documents.CloseAllDocuments()

Closes all open documents in Cinema 4D.

c4d.documents.SetDocumentTime(doc, time)

Controls the time of the active document doc.

Note

Unlike BaseDocument.SetTime() it handles running animation.

Parameters
Return type

bool

Returns

True on success, otherwise False

c4d.documents.RunAnimation(doc, stop, forward)

Controls the animation in the active document doc.

Parameters
  • doc (c4d.documents.BaseDocument) – The document to control. Usually GetActiveDocument()

  • stop (bool) – If this is True the animation is stopped, otherwise it is running.

  • forward (bool) – If this is True the direction is set to forward, otherwise it is set to backward.

Return type

bool

Returns

True on success, otherwise False

c4d.documents.InteractiveModeling_Restart(doc)
Used for modeling tools with GUI input.
Applies the last modeling undo so that new values of the modeling tool can be applied.

An example from the edge cut code.

import c4d

class TestTool(c4d.plugins.ToolData):

    def MouseInput(self, doc, data, draw, win, msg):
        if not doc: return False

        if doc.GetMode() == c4d.Medges:
            active = p.GetActiveObjects(True)

        # Undo step before
        c4d.documents.InteractiveModeling_Restart(doc)

        self.ModelingEdgeCut(active, c4d.MODELINGCOMMANDMODE_EDGESELECTION, data, doc, win, msg, True)
        c4d.EventAdd()

        return True
Parameters

doc (c4d.documents.BaseDocument) – The document.

Return type

bool

Returns

True if successful, otherwise False.

c4d.documents.IsolateObjects(doc, t_objects)

A helper routine to copy the objects t_objects of document doc to a new document (returned).

Note

All materials associated are also copied over and the links are corrected.

Parameters
Return type

c4d.documents.BaseDocument

Returns

The document containing the isolated objects.

c4d.documents.StopExternalRenderer()

Stop the external renderer.

Return type

bool

Returns

True if the rendering has been canceled, otherwise False.

c4d.documents.GetBatchRender()

Get the batch render instance.

Return type

c4d.documents.BatchRender

Returns

The batch render.

c4d.documents.GetAllAssets(doc, allowDialogs, lastPath, flags=ASSETDATA_FLAG_NONE)

Deprecated since version S22: Use c4d.documents.GetAllAssetsNew().

Get all assets from a document.
It is e.g. used by “Save Project with Assets” menu and SaveProject().

New in version R15.057.

Parameters
  • doc (c4d.documents.BaseDocument) – The document to save as project.

  • allowDialogs (bool) – If True the function can open dialogs. For example a file select dialog is opened if a node of the scene points to a file which does not exist anymore.

  • lastPath (str) –

    Pass an empty string, that will be filled with the last path used.
    If a file dialog is opened and the user selects the missing file on the harddisk, the folder of this asset is assigned to lastPath.
    The developer can store this value somewhere and pass it next time so Cinema 4D knows where to look first before asking the user again.

  • flags (int) –

    New in version R20: The flags to decide which assets should be collected:

    ASSETDATA_FLAG_NONE

    None.

    ASSETDATA_FLAG_CURRENTFRAMEONLY

    Only return current frame assets.

    ASSETDATA_FLAG_TEXTURESONLY

    Only return texture assets. Since R17.048 (was ASSETDATA_FLAG_TEXTURES).

    ASSETDATA_FLAG_NET

    Set if NET is collecting assets to distribute them to the clients.

    ASSETDATA_FLAG_CURRENTTAKEONLY

    Only return current take assets.

    New in version R17.

    ASSETDATA_FLAG_WITHCACHES

    Also return caches (Global Illumination / Ambient Occlusion).

    New in version R17.048.

    ASSETDATA_FLAG_NOSUBSTANCES

    Normally Substance assets are included with ASSETDATA_FLAG_TEXTURESONLY but with this flag they are not.

    New in version R18.

    ASSETDATA_FLAG_MULTIPLEUSE

    Adds the same asset again for every usage.

    New in version R20.

    ASSETDATA_FLAG_MISSING

    Only existing assets will be included.

    New in version S22.

    ASSETDATA_FLAG_NODOCUMENT

    Exclude the document itself from the asset list.

    New in version R21.

Return type

Optional[List[Dict]]

Returns

The assets in the document, or None if there was an error.

The dictionary for each returned asset is:

  • filename: str: The asset filename.

  • assetname: str: The asset name.

  • channelId: int: The asset channel ID.

  • netRequestOnDemand: bool: NET request on demand.

  • owner: c4d.BaseList2D: The owner object. Since R20.

  • exists: bool: Tells if the asset could be found. Since R20.

  • paramId: int: The parameter ID. Since R20.

  • nodePath: str: The node path of the port the asset is assigned to in case of a nimbus material. Since R20.

  • nodeSpace: str: The node space id in case of a nimbus material. Since R21.

c4d.documents.GetAllAssetsNew(doc, allowDialogs, lastPath, flags=ASSETDATA_FLAG_NONE, assetList=[])
Get all assets from a document.
It is e.g. used by “Save Project with Assets” menu and SaveProject().

New in version S22.

Parameters
  • doc (c4d.documents.BaseDocument) – The document to get the assets from.

  • allowDialogs (bool) – If True the function can open dialogs. For example a file select dialog is opened if a node of the scene points to a file which does not exist anymore.

  • lastPath (str) –

    Pass an empty string, that will be filled with the last path used.
    If a file dialog is opened and the user selects the missing file on the harddisk, the folder of this asset is assigned to lastPath.
    The developer can store this value somewhere and pass it next time so Cinema 4D knows where to look first before asking the user again.

  • flags (int) –

    The flags to decide which assets should be collected:

    ASSETDATA_FLAG_NONE

    None.

    ASSETDATA_FLAG_CURRENTFRAMEONLY

    Only return current frame assets.

    ASSETDATA_FLAG_TEXTURESONLY

    Only return texture assets. Since R17.048 (was ASSETDATA_FLAG_TEXTURES).

    ASSETDATA_FLAG_NET

    Set if NET is collecting assets to distribute them to the clients.

    ASSETDATA_FLAG_CURRENTTAKEONLY

    Only return current take assets.

    New in version R17.

    ASSETDATA_FLAG_WITHCACHES

    Also return caches (Global Illumination / Ambient Occlusion).

    New in version R17.048.

    ASSETDATA_FLAG_NOSUBSTANCES

    Normally Substance assets are included with ASSETDATA_FLAG_TEXTURESONLY but with this flag they are not.

    New in version R18.

    ASSETDATA_FLAG_MULTIPLEUSE

    Adds the same asset again for every usage.

    New in version R20.

    ASSETDATA_FLAG_MISSING

    Only existing assets will be included.

    New in version S22.

    ASSETDATA_FLAG_NODOCUMENT

    Exclude the document itself from the asset list.

    New in version R21.

  • assetList (List[Dict]) –

    A list filled with assets in the document.

    The dictionary for each returned asset is:

    • filename: str: The asset filename.

    • assetname: str: The asset name.

    • channelId: int: The asset channel ID.

    • netRequestOnDemand: bool: NET request on demand.

    • owner: c4d.BaseList2D: The owner object. Since R20.

    • exists: bool: Tells if the asset could be found. Since R20.

    • paramId: int: The parameter ID. Since R20.

    • nodePath: str: The node path of the port the asset is assigned to in case of a nimbus material. Since R20.

    • nodeSpace: str: The node space id in case of a nimbus material. Since R21.

Return type

int

Returns

The success state.

New in version S22.

Symbol ID

Description

GETALLASSETSRESULT_FAILED

Function call went wrong.

GETALLASSETSRESULT_OK

Function succeeded and all assets exists.

GETALLASSETSRESULT_MISSING

Function succeeded but some assets cannot be found.

c4d.documents.SaveProject(doc, flags, targetPath, assets, missingAssets)

Save the document as a project (menu “Save Project with Assets”).

New in version R15.057.

Parameters
  • doc (c4d.documents.BaseDocument) – The document to save as project.

  • flags (int) –

    Flags:

    SAVEPROJECT_NONE

    None.

    SAVEPROJECT_ASSETS

    Pass if the assets will be taken into account.

    SAVEPROJECT_SCENEFILE

    Pass if the scene will be taken into account.

    SAVEPROJECT_DIALOGSALLOWED

    Show dialogs like error messages, a file selection for missing assets or alerts if necessary.

    SAVEPROJECT_SHOWMISSINGASSETDIALOG

    If an asset is missing show a warning dialog. Flag can be set without SAVEPROJECT_DIALOGSALLOWED.

    SAVEPROJECT_ADDTORECENTLIST

    Add document to the recent list.

    SAVEPROJECT_DONTCOPYFILES

    Does the same as without this flag but does not copy the files to the destination. Flag used to simulate the function.

    SAVEPROJECT_PROGRESSALLOWED

    Show the progress bar in the main window.

    SAVEPROJECT_DONTTOUCHDOCUMENT

    Document will be in the same state as before the call was made.

    SAVEPROJECT_DONTFAILONMISSINGASSETS

    If this flag is passed, the function does not fail anymore when assets are missing.

    SAVEPROJECT_ISNET

    Private. Set only if NET module is collecting assets.

    SAVEPROJECT_USEDOCUMENTNAMEASFILENAME

    Use the document name as the file name to save as project.

    SAVEPROJECT_DONTCLEARSUGGESTEDFOLDER

    Do not change asset paths of nodes.

    SAVEPROJECT_WITHCACHES

    New in version R17.048: Save the project assets with Global Illumination / Ambient Occlusion caches. See also ASSETDATA_FLAG_WITHCACHES.

    SAVEPROJECT_DONTGENERATEPAINTTEX

    New in version R17.053: Does the same as without this flag but does not generate the textures from painted materials.

    SAVEPROJECT_ASSETLINKS_COPY_FILEASSETS

    New in version S24: Copy file assets (assets://) to the tex folder.

    SAVEPROJECT_ASSETLINKS_COPY_NODEASSETS

    New in version S24: Copy node assets to the scene repository.

  • targetPath (str) – The path to save the project to.

  • assets (List[Dict[filename: str, assetname: str, channelId: int, netRequestOnDemand: bool]]) – Pass an empty list that will be filled with the found assets.

  • missingAssets (List[Dict[filename: str, assetname: str, channelId: int, netRequestOnDemand: bool]) – Pass an empty list that will be filled with the missing assets.

Return type

bool

Returns

True if the document was successfully saved as a project, otherwise False.

missingAssets = []
assets = []
targetPath = "some path"
res = c4d.documents.SaveProject(doc, c4d.SAVEPROJECT_ASSETS | c4d.SAVEPROJECT_SCENEFILE, targetPath, assets, missingAssets)
c4d.documents.GetFirstMarker(doc)

Returns the first timeline marker of the document.

Parameters

doc (c4d.documents.BaseDocument) – The document.

Return type

c4d.BaseList2D

Returns

The first timeline marker.

c4d.documents.AddMarker(doc, pPred, time, name)

Inserts a timeline marker into the document at a given time. Optionally an insertion point pPred in the timeline marker list can be specified, giving the marker before the wanted insertion point.

Parameters
  • doc (c4d.documents.BaseDocument) – The document in which to insert.

  • pPred (Optional[ c4d.BaseList2D]) – The optional timeline marker to use as list insertion point.

  • time (c4d.BaseTime) – The time position of the timeline marker.

  • name (str) – The name of the timeline marker.

Return type

Optional[c4d.BaseList2D]

Returns

The added timeline marker, or None if insertion failed.