UVCOMMAND_RELAX does not use the RELAXUV_EDGESEL_POINTER
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Hello,
I would like to use UV Relaxing and in particular pass the current edge selection via RELAXUV_EDGESEL_POINTER to create UV seams on the selected edges.
Basically the script does the UV Relaxing and I can see this clearly in the UV Editor Window, it doesn't report any errors and the res of SendModelingCommand() also returns True. Also I check via print(edge_selection.GetCount()) if my selection is passed at all and the count always matches the current edge selection. However, the relaxing does not use the edge selection as it would work in UV Manager via the UV Relaxing tab.
I also found an older thread from 2016 mentioning that RELAXUV_EDGESEL_POINTER expects a string reference to a selection tag, although the SDK clearly indicates that a c4d.BaseSelect is expected, of course I tried that too, but that also remains unsuccessful.
from typing import Optional import c4d doc: c4d.documents.BaseDocument # The active document op: Optional[c4d.BaseObject] # The active object, None if unselected def main() -> None: Unwrap(op) def Unwrap(obj: c4d.BaseObject): if not isinstance(obj, c4d.PolygonObject): return None edge_selection = get_selected_edges(obj) print(edge_selection.GetCount()) # Set up the settings for the UV unwrapping. settings = c4d.BaseContainer() settings[c4d.RELAXUV_KEEP_BORDER] = False settings[c4d.RELAXUV_KEEP_NEIGHBORS] = False settings[c4d.RELAXUV_KEEP_POINTSEL] = False settings[c4d.RELAXUV_CUT_EDGESEL] = True settings[c4d.RELAXUV_EDGESEL_POINTER] = edge_selection settings[c4d.RELAXUV_MAX_ITERATIONS] = 0 settings[c4d.RELAXUV_MODE] = 0 # Execute the UV unwrapping command. res = c4d.utils.SendModelingCommand(command=1053624, list=[obj], mode=c4d.MODELINGCOMMANDMODE_POLYGONSELECTION, bc=settings, doc=doc) print(res) c4d.EventAdd() def get_selected_edges(obj): if not isinstance(obj, c4d.PolygonObject): return None neighbor = c4d.utils.Neighbor() neighbor.Init(obj) return obj.GetSelectedEdges(neighbor, c4d.EDGESELECTIONTYPE_SELECTION) """ def state(): # Defines the state of the command in a menu. Similar to CommandData.GetState. return c4d.CMD_ENABLED """ if __name__ == '__main__': main()
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Hello @vwgamedev,
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About your First Question
The numeric value
1053624
is not the value of the symbolc4d.UVCOMMAND_RELAX
butc4d.MCOMMAND_AUTOMATICUV
. So, your script is not relaxing but unwrapping, making all the settings you define meaningless. This is the exact reason for why you should use symbols and not integer values.Cheers,
Ferdinand -
@ferdinand
Thank you for the hint and the superfast response! I was not aware that these symbols dissolve into these numbers, which of course makes it much easier to work with them now. I was able to solve it with CallUVCommand:settings = c4d.BaseContainer() settings[c4d.RELAXUV_KEEP_BORDER] = False settings[c4d.RELAXUV_KEEP_NEIGHBORS] = False settings[c4d.RELAXUV_KEEP_POINTSEL] = False settings[c4d.RELAXUV_CUT_EDGESEL] = True settings[c4d.RELAXUV_EDGESEL_POINTER] = edge_sellection settings[c4d.RELAXUV_MAX_ITERATIONS] = 1 settings[c4d.RELAXUV_MODE] = c4d.RELAXUV_MODE_ABF ret = c4d.modules.bodypaint.CallUVCommand(handle.GetPoints(), handle.GetPointCount(), handle.GetPolys(), handle.GetPolyCount(), uvw, handle.GetPolySel(), handle.GetUVPointSel(), obj, handle.GetMode(), c4d.UVCOMMAND_RELAX, settings)