Capturing and Restoring Take Overrides in Cinema 4D Using JSON
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Hi,
I'm working on a code to copy take overrides from one scene to another. One script captures details from each take in my reference scene and saves them as a JSON file. Another script loads the JSON and compares all takes to identify differences in names, hierarchy, applied materials, transforms, visibility, etc.I want the script to both print the differences between the captured JSON data and the current scene and automatically apply the take-specific changes. I assume the take hierarchy, scene objects, and materials are identical (which I verify elsewhere).
I can capture many details but struggle to compare takes with the JSON data and restore them correctly. I also suspect my code is unnecessarily long and complex for such a simple task. Could you review both my capture and restore scripts and help me get them working efficiently?
I've attached my test scenes and scripts.
Thank you in advance.Best regards,
Tomasz#GrabReferenceSnapshot.py import c4d import collections import maxon from c4d import utils import json import os def create_snapshot(doc, filepath): def return_full_path_per_object(op, parent_mesh_object_name=""): if not op: return "" path_parts = [] current = op # Build path from current object up to root while current: name = current.GetName() if name == parent_mesh_object_name: break path_parts.insert(0, name) current = current.GetUp() # Join path parts with forward slashes return "/".join(path_parts) def serialize_descid(desc_id): """Converts a c4d.DescID to a serializable format.""" return [desc_id[i].id for i in range(desc_id.GetDepth())] try: # Ensure the main take is active take_data = doc.GetTakeData() if take_data is None: raise RuntimeError("No take data in the document.") main_take = take_data.GetMainTake() take_data.SetCurrentTake(main_take) # Initialize the snapshot dictionary snapshot = { 'takes': {} } # Get takes information take_data = doc.GetTakeData() if take_data: main_take = take_data.GetMainTake() def process_take_changes(take): """Gets the overrides for a specific take.""" if take == main_take: return {"name": take.GetName(), "overrides": []} # Skip overrides for main take take_data.SetCurrentTake(take) doc = c4d.documents.GetActiveDocument() doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_0) take_changes = { "name": take.GetName(), "overrides": [] } # Get only the overrides for this take override_data = take.GetOverrides() if override_data: for override in override_data: override_obj = override.GetSceneNode() if not override_obj: continue # Log the object being processed print(f"Processing override for object: {override_obj.GetName()}") # Use the material name as a unique identifier material_name = override_obj.GetName() if isinstance(override_obj, c4d.BaseMaterial) else None overridden_params = override.GetAllOverrideDescID() for desc_id in overridden_params: description = override_obj.GetDescription(c4d.DESCFLAGS_DESC_NONE) if description: parameter_container = description.GetParameter(desc_id, None) if parameter_container: param_name = parameter_container[c4d.DESC_NAME] value = override.GetParameter(desc_id, c4d.DESCFLAGS_GET_0) # Use return_full_path_per_object to get the object path print (f"in take{take.GetName()} checking object path for {override_obj.GetName()}") object_path = return_full_path_per_object(override_obj, "") if "/" in object_path: print (f"object_path: {object_path}") take_changes["overrides"].append({ "object_name": override_obj.GetName(), "object_path": object_path, "parameter": param_name, "parameter_id": serialize_descid(desc_id), "value": str(value) if not isinstance(value, (int, float, bool, str)) else value, "material_name": material_name # Add material name for comparison }) print(f"Captured override: {param_name} = {value} for object {object_path}") return take_changes def process_take(take): if not take: return # Store only serializable data take_info = { 'name': take.GetName(), 'parent': take.GetUp().GetName() if take.GetUp() else None, 'changes': process_take_changes(take) # Capture take changes } # Store in snapshot using take name as key snapshot['takes'][take.GetName()] = take_info # Process child takes child = take.GetDown() while child: process_take(child) child = child.GetNext() process_take(main_take) # Save the snapshot to JSON file try: # Create all necessary directories os.makedirs(os.path.dirname(filepath), exist_ok=True) # Save the file with open(filepath, 'w', encoding='utf-8') as f: json.dump(snapshot, f, indent=4) return True except Exception as e: print(f"Error saving snapshot file: {str(e)}") return False except Exception as e: print(f"Error creating snapshot: {str(e)}") return False def main(): doc = c4d.documents.GetActiveDocument() # Get both the document name and path doc_name = doc.GetDocumentName() doc_path = doc.GetDocumentPath() full_path = os.path.join(doc_path, doc_name) print("full_path: " + str(full_path)) project_folder = os.path.dirname(full_path) print("project_folder : " + str(project_folder)) project_name = os.path.basename(project_folder) print("project_name : " + str(project_name)) # Construct final path final_path = os.path.join(project_folder, "snapshots", project_name + "_final.json") print("\nPath verification:") print(f"Final snapshot path: {final_path}") print("\nAttempting to create final snapshot...") try: result = create_snapshot(doc, final_path) print(f"create_snapshot call completed. Result: {result}") except Exception as e: print(f"Error in create_snapshot: {str(e)}") import traceback print(f"Traceback:\n{traceback.format_exc()}") if __name__ == "__main__": c4d.CallCommand(13957) # Clear Console main()
#RestoreSnapshot import c4d import collections import maxon from c4d import utils import os import c4d import json def return_full_path_per_object(op, parent_mesh_object_name=""): if not op: return "" path_parts = [] current = op # Build path from current object up to root while current: name = current.GetName() if name == parent_mesh_object_name: break path_parts.insert(0, name) current = current.GetUp() # Join path parts with forward slashes return "/".join(path_parts) def serialize_descid(desc_id): """Converts a c4d.DescID to a serializable format.""" return [desc_id[i].id for i in range(desc_id.GetDepth())] def check_takes(doc, snapshot): try: print("\nPerforming takes check...") take_data = doc.GetTakeData() if take_data is None: raise RuntimeError("No take data in the document.") main_take = take_data.GetMainTake() snapshot_takes = snapshot.get('takes', {}) def get_take_overrides(take): """Gets the overrides for a specific take.""" if take == main_take: return [] # Skip overrides for main take # Activate the take before checking its overrides take_data.SetCurrentTake(take) doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_0) override_data = take.GetOverrides() overrides = [] if override_data: for override in override_data: override_obj = override.GetSceneNode() if not override_obj: continue overridden_params = override.GetAllOverrideDescID() for desc_id in overridden_params: description = override_obj.GetDescription(c4d.DESCFLAGS_DESC_NONE) if description: parameter_container = description.GetParameter(desc_id, None) if parameter_container: param_name = parameter_container[c4d.DESC_NAME] value = override.GetParameter(desc_id, c4d.DESCFLAGS_GET_0) # Get object path using the helper function object_path = return_full_path_per_object(override_obj) # Use the material name or another unique identifier material_name = override_obj.GetName() if isinstance(override_obj, c4d.BaseMaterial) else None overrides.append({ "object_name": override_obj.GetName(), "object_path": object_path, "parameter": param_name, "parameter_id": str(desc_id), # Convert DescID to string for comparison "value": str(value) if not isinstance(value, (int, float, bool, str)) else value, "material_name": material_name # Add material name for comparison }) return overrides def compare_takes(current_take, snapshot_take_data): # Debugging: Print snapshot_take_data to verify its structure print(f"Snapshot data for take '{current_take.GetName()}': {snapshot_take_data}") # Ensure 'overrides' key exists in snapshot_take_data if 'overrides' not in snapshot_take_data: print(f"Error: 'overrides' key not found in snapshot data for take '{current_take.GetName()}'") return False # Initialize current_overrides with the current scene's override data current_overrides = [] # Ensure this is defined before use # Retrieve the current overrides for the take override_data = current_take.GetOverrides() if override_data: for override in override_data: override_obj = override.GetSceneNode() if not override_obj: continue # Use the material name as a unique identifier material_name = override_obj.GetName() if isinstance(override_obj, c4d.BaseMaterial) else None overridden_params = override.GetAllOverrideDescID() for desc_id in overridden_params: description = override_obj.GetDescription(c4d.DESCFLAGS_DESC_NONE) if description: parameter_container = description.GetParameter(desc_id, None) if parameter_container: param_name = parameter_container[c4d.DESC_NAME] value = override.GetParameter(desc_id, c4d.DESCFLAGS_GET_0) # Use return_full_path_per_object to get the object path object_path = return_full_path_per_object(override_obj, "") current_overrides.append({ "object_name": override_obj.GetName(), "object_path": object_path, "parameter": param_name, "parameter_id": serialize_descid(desc_id), "value": str(value) if not isinstance(value, (int, float, bool, str)) else value, "material_name": material_name # Add material name for comparison }) # Now compare current_overrides with snapshot_take_data['overrides'] snapshot_overrides = snapshot_take_data['overrides'] for curr_override, snap_override in zip(current_overrides, snapshot_overrides): # Compare using material names if available if curr_override.get('material_name') != snap_override.get('material_name'): print(f" Material name mismatch in take '{current_take.GetName()}':") print(f" Expected: {snap_override.get('material_name')}") print(f" Found: {curr_override.get('material_name')}") return False # Compare other attributes if (curr_override['object_path'] != snap_override['object_path'] or curr_override['parameter'] != snap_override['parameter'] or curr_override['value'] != snap_override['value']): print(f" Override mismatch in take '{current_take.GetName()}':") print(f" Object: {curr_override['object_path']}") print(f" Parameter: {curr_override['parameter']}") print(f" Expected: {snap_override['value']}") print(f" Found: {curr_override['value']}") return False return True # Start comparison with main take all_match = True def process_take(take): nonlocal all_match if not take: return take_name = take.GetName() if take_name not in snapshot_takes: print(f"\nTake not found in snapshot: {take_name}") all_match = False return # Compare current take with snapshot if not compare_takes(take, snapshot_takes[take_name]): all_match = False # Process child takes child = take.GetDown() while child: process_take(child) child = child.GetNext() try: # Start with main take process_take(main_take) # Restore main take at the end take_data.SetCurrentTake(main_take) doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_0) if all_match: print("\nAll takes match.") else: print("\nTakes check failed.") return all_match except Exception as e: print(f"Error during take comparison: {str(e)}") # Ensure main take is restored even if an error occurs take_data.SetCurrentTake(main_take) doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_0) return False except Exception as e: print(f"Error checking takes: {str(e)}") return False def restore_snapshot(doc, snapshot_path, loose_comparison=False): try: print("Loading snapshot file...") # Load the snapshot file with open(snapshot_path, 'r', encoding='utf-8') as f: snapshot = json.load(f) # Ensure the main take is active take_data = doc.GetTakeData() if take_data is None: raise RuntimeError("No take data in the document.") main_take = take_data.GetMainTake() take_data.SetCurrentTake(main_take) # Check takes if not check_takes(doc, snapshot): return False print("Snapshot restoration check completed successfully.") return True except Exception as e: print(f"Error checking snapshot: {str(e)}") return False def main(): doc = c4d.documents.GetActiveDocument() # Get both the document name and path doc_name = doc.GetDocumentName() doc_path = doc.GetDocumentPath() full_path = os.path.join(doc_path, doc_name) print("full_path: " + str(full_path)) project_folder = os.path.dirname(full_path) print("project_folder : " + str(project_folder)) project_name = os.path.basename(project_folder) print("project_name : " + str(project_name)) # Construct path to the snapshot we want to restore snapshot_path = os.path.join(project_folder, "snapshots", project_name + "_final.json") print("\nPath verification:") print(f"Snapshot path to restore: {snapshot_path}") # Verify the snapshot file exists if not os.path.exists(snapshot_path): print(f"Error: Snapshot file not found at {snapshot_path}") return print("\nAttempting to restore snapshot...") try: result = restore_snapshot(doc, snapshot_path) print(f"restore_snapshot call completed. Result: {result}") except Exception as e: print(f"Error in restore_snapshot: {str(e)}") import traceback print(f"Traceback:\n{traceback.format_exc()}") if __name__ == "__main__": c4d.CallCommand(13957) # Clear Console main()
Scenes for testing:
SimpleScene4Reference.c4d
SimpleScene4Restore.c4d -
Hello @Futurium,
thank you for reaching out to us. It pains me a bit to say that, because you made so nicely sure that we have all resources, but your topic is out of scope of support, specifically the points:
- We provide code examples but we do not provide full solutions or design applications.
- We cannot debug your code for you and instead provide answers to specific problems.
Sometimes we cut people some slack here but in your case this is just too much work.
Some High-level Advice
The Take system of Cinema 4D is one of its most liked features. What comes to users sometimes as a surprise, is the technical complexity of the Take System/API; one could also say that it has a bit the reputation of being overly difficult to deal with. While the API is manageable when you get used to it, I would really avoid trying to write a custom serialization and deserialization routine for take data, due to all that complexity. It is certainly possible to do, but at least I would be very hesitant to do that due to all that complexity wich must be met.
In general, you can serialize and deserialize scene elements (nodes) with C4DAtom.Write/Read. Since takes are also of type
C4DAtom
, you could in theory also serialize/deserialize them like that. I added there the 'in theory' because we generally discourage third parties from using such low-level IO, as you can relatively easily brick your data like this by missing important internal dependencies and/or crash Cinema 4D like that. For takes this could mean that internal data is not copied/serialized properly or that one of the many (Base)links used in takes fails to reattach upon being loaded in another scene.I personally would try to use the Take Asset Presets to do what you want. Saving a preset is easy, just select it, and then call the command for it. Loading the take preset programmatically might be a bit trickier. Take assets were added after I wrote for S26 the Asset API documentation, and I never used them myself. I am not sure if you can load a take asset just with maxon.AssetManagerInterface.LoadAssets or if you have to get your hands dirty yourself with a more manual approach.Okay scratch that, I just tried out Take Assets and they probably do not do what you want to do (we might ourself have deemed this a too complex task to fully reattach takes in a new scene). In the end, doing it manually with JSON might indeed be the only option for what you want to do, but we cannot do that for you or debug your code for you.
Cheers,
Ferdinand