Here you will find documentation on all the descriptions that Cinema 4D currently has. You can list them Alphabetically, by Type or Plugin . The sample Python and C++ code is automatically generated and in some cases may not be 100% correct. If something doesn't work then please refer to the official Cinema 4D SDK documentation for more information.

IDs and information for Obaseeffector

Obaseeffector

Attributes

Elements

ID UI Name Type Parameters Cycle
ID_MG_BASEEFFECTOR_STRENGTH Strength REAL
MINSLIDER 0.0
MAXSLIDER 100.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
ID_MG_BASEEFFECTOR_SELECTION Selection STRING  
ID_MG_BASEEFFECTOR_MAXSTRENGTH Maximum REAL
MINSLIDER -100.0
MAXSLIDER 100.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
ID_MG_BASEEFFECTOR_MINSTRENGTH Minimum REAL
MINSLIDER -100.0
MAXSLIDER 100.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
ID_MG_BASEEFFECTOR_TRANSFORMMODE TransformMode LONG  
ID_MG_BASEEFFECTOR_TRANSFORMMODE_RELATIVE Relative
ID_MG_BASEEFFECTOR_TRANSFORMMODE_ABSOLUTE Absolute
ID_MG_BASEEFFECTOR_TRANSFORMMODE_REMAP Remap
ID_MG_BASEEFFECTOR_SPACEMODE TransformSpace LONG  
ID_MG_BASEEFFECTOR_SPACEMODE_NODE Node
ID_MG_BASEEFFECTOR_SPACEMODE_EFFECTOR Effector
ID_MG_BASEEFFECTOR_SPACEMODE_OBJECT Object
ID_MG_BASEEFFECTOR_POSITION_ACTIVE Position BOOL  
ID_MG_BASEEFFECTOR_POSITION P VECTOR
UNIT METER
CUSTOMGUI SUBDESCRIPTION
ID_MG_BASEEFFECTOR_SCALE_ACTIVE Scale BOOL  
ID_MG_BASEEFFECTOR_USCALE Scale REAL STEP
ID_MG_BASEEFFECTOR_SCALE S VECTOR
STEP 0.01
CUSTOMGUI SUBDESCRIPTION
ID_MG_BASEEFFECTOR_UNIFORMSCALE UniformScale BOOL  
ID_MG_BASEEFFECTOR_POSITIVESCALE AbsoluteScale BOOL  
ID_MG_BASEEFFECTOR_ROTATE_ACTIVE Rotation BOOL  
ID_MG_BASEEFFECTOR_ROTATION R VECTOR
UNIT DEGREE
CUSTOMGUI SUBDESCRIPTION
ID_MG_BASEEFFECTOR_COLOR_MODE ColorMode LONG  
ID_MG_BASEEFFECTOR_COLOR_MODE_OFF Off
ID_MG_BASEEFFECTOR_COLOR_MODE_EFFECTOR EffectorColor
ID_MG_BASEEFFECTOR_COLOR_MODE_COLOR CustomColor
ID_MG_BASEEFFECTOR_COLOR_MODE_FIELD FieldsColor
ID_MG_BASEEFFECTOR_COLOR_ALPHA UseAlpha/Strength BOOL  
ID_MG_BASEEFFECTOR_COLOR Color COLOR OPEN
ID_MG_BASEEFFECTOR_COLOR_BLEND BlendingMode LONG  
ID_MG_BASEEFFECTOR_COLOR_BLEND_DEFAULT Default
ID_MG_BASEEFFECTOR_COLOR_BLEND_ADD Add
ID_MG_BASEEFFECTOR_COLOR_BLEND_SUB Subtract
ID_MG_BASEEFFECTOR_COLOR_BLEND_MUL Multiply
ID_MG_BASEEFFECTOR_COLOR_BLEND_DIV Divide
ID_MG_BASEEFFECTOR_OTHERALPHA UseAlpha/Strength BOOL  
ID_MG_BASEEFFECTOR_WEIGHT WeightTransform REAL
MINSLIDER 0.0
MAXSLIDER 100.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
ID_MG_BASEEFFECTOR_U UTransform REAL
MINSLIDER 0.0
MAXSLIDER 100.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
ID_MG_BASEEFFECTOR_V VTransform REAL
MINSLIDER 0.0
MAXSLIDER 100.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
ID_MG_BASEEFFECTOR_CLONE ModifyClone REAL
MINSLIDER 0.0
MAXSLIDER 100.0
UNIT PERCENT
CUSTOMGUI REALSLIDER
ID_MG_BASEEFFECTOR_TIME TimeOffset BASETIME  
ID_MG_BASEEFFECTOR_VISIBILITY Visibility BOOL  

Example Code

The following code does not use the correct values when setting the data. You should check directly in C4D for the correct values that you should use in place of the ones that are shown. This code is just to show you how to access the values for getting and setting the parameters.

Python

import c4d
from c4d import gui
def main():
    obj = c4d.BaseObject(c4d.Obaseeffector)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.ID_MG_BASEEFFECTOR_STRENGTH] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_SELECTION] = "Hello World"
    obj[c4d.ID_MG_BASEEFFECTOR_MAXSTRENGTH] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_MINSTRENGTH] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_TRANSFORMMODE] = c4d.ID_MG_BASEEFFECTOR_TRANSFORMMODE_RELATIVE
    obj[c4d.ID_MG_BASEEFFECTOR_SPACEMODE] = c4d.ID_MG_BASEEFFECTOR_SPACEMODE_NODE
    obj[c4d.ID_MG_BASEEFFECTOR_POSITION_ACTIVE] = True
    obj[c4d.ID_MG_BASEEFFECTOR_POSITION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.ID_MG_BASEEFFECTOR_SCALE_ACTIVE] = True
    obj[c4d.ID_MG_BASEEFFECTOR_USCALE] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_SCALE] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.ID_MG_BASEEFFECTOR_UNIFORMSCALE] = True
    obj[c4d.ID_MG_BASEEFFECTOR_POSITIVESCALE] = True
    obj[c4d.ID_MG_BASEEFFECTOR_ROTATE_ACTIVE] = True
    obj[c4d.ID_MG_BASEEFFECTOR_ROTATION] = c4d.Vector(1.0,1.0,1.0)
    obj[c4d.ID_MG_BASEEFFECTOR_COLOR_MODE] = c4d.ID_MG_BASEEFFECTOR_COLOR_MODE_OFF
    obj[c4d.ID_MG_BASEEFFECTOR_COLOR_ALPHA] = True
    obj[c4d.ID_MG_BASEEFFECTOR_COLOR_BLEND] = c4d.ID_MG_BASEEFFECTOR_COLOR_BLEND_DEFAULT
    obj[c4d.ID_MG_BASEEFFECTOR_OTHERALPHA] = True
    obj[c4d.ID_MG_BASEEFFECTOR_WEIGHT] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_U] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_V] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_CLONE] = 0.1
    obj[c4d.ID_MG_BASEEFFECTOR_VISIBILITY] = True
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_STRENGTH,0.1)
    bc.SetString(c4d.ID_MG_BASEEFFECTOR_SELECTION,"Hello World")
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_MAXSTRENGTH,0.1)
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_MINSTRENGTH,0.1)
    bc.SetInt32(c4d.ID_MG_BASEEFFECTOR_TRANSFORMMODE,c4d.ID_MG_BASEEFFECTOR_TRANSFORMMODE_RELATIVE)
    bc.SetInt32(c4d.ID_MG_BASEEFFECTOR_SPACEMODE,c4d.ID_MG_BASEEFFECTOR_SPACEMODE_NODE)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_POSITION_ACTIVE,True)
    bc.SetVector(c4d.ID_MG_BASEEFFECTOR_POSITION, c4d.Vector(1.0,1.0,1.0)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_SCALE_ACTIVE,True)
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_USCALE,0.1)
    bc.SetVector(c4d.ID_MG_BASEEFFECTOR_SCALE, c4d.Vector(1.0,1.0,1.0)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_UNIFORMSCALE,True)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_POSITIVESCALE,True)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_ROTATE_ACTIVE,True)
    bc.SetVector(c4d.ID_MG_BASEEFFECTOR_ROTATION, c4d.Vector(1.0,1.0,1.0)
    bc.SetInt32(c4d.ID_MG_BASEEFFECTOR_COLOR_MODE,c4d.ID_MG_BASEEFFECTOR_COLOR_MODE_OFF)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_COLOR_ALPHA,True)
    bc.SetInt32(c4d.ID_MG_BASEEFFECTOR_COLOR_BLEND,c4d.ID_MG_BASEEFFECTOR_COLOR_BLEND_DEFAULT)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_OTHERALPHA,True)
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_WEIGHT,0.1)
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_U,0.1)
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_V,0.1)
    bc.SetFloat(c4d.ID_MG_BASEEFFECTOR_CLONE,0.1)
    bc.SetBool(c4d.ID_MG_BASEEFFECTOR_VISIBILITY,True)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../objects/description/obaseeffector.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Obaseeffector);
    pDoc->InsertObject(pObject);
    pDoc->StartUndo();
    pDoc->AddUndo(UNDO_NEW,pObject);
    pDoc->EndUndo();
    EventAdd(EVENT_FORCEREDRAW);
    
    //You can set parameters two different ways. 

    //First way              
    //Some objects do not store all their data in the container. You need to use GetParameter()/SetParameter() instead. 

    DESCFLAGS_SET flags = DESCFLAGS_SET_PARAM_SET;
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_STRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_SELECTION),GeData("Hello World"),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_MAXSTRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_MINSTRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_TRANSFORMMODE),GeData(ID_MG_BASEEFFECTOR_TRANSFORMMODE_RELATIVE),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_SPACEMODE),GeData(ID_MG_BASEEFFECTOR_SPACEMODE_NODE),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_POSITION_ACTIVE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_POSITION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_SCALE_ACTIVE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_USCALE),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_SCALE),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_UNIFORMSCALE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_POSITIVESCALE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_ROTATE_ACTIVE),GeData(true),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_ROTATION),GeData(Vector(1.0,1.0,1.0)),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_COLOR_MODE),GeData(ID_MG_BASEEFFECTOR_COLOR_MODE_OFF),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_COLOR_ALPHA),GeData(true),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_COLOR_BLEND),GeData(ID_MG_BASEEFFECTOR_COLOR_BLEND_DEFAULT),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_OTHERALPHA),GeData(true),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_WEIGHT),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_U),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_V),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_CLONE),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_MG_BASEEFFECTOR_VISIBILITY),GeData(true),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetFloat(ID_MG_BASEEFFECTOR_STRENGTH,0.1);
    bc->SetString(ID_MG_BASEEFFECTOR_SELECTION,"Hello World");
    bc->SetFloat(ID_MG_BASEEFFECTOR_MAXSTRENGTH,0.1);
    bc->SetFloat(ID_MG_BASEEFFECTOR_MINSTRENGTH,0.1);
    bc->SetInt32(ID_MG_BASEEFFECTOR_TRANSFORMMODE,ID_MG_BASEEFFECTOR_TRANSFORMMODE_RELATIVE);
    bc->SetInt32(ID_MG_BASEEFFECTOR_SPACEMODE,ID_MG_BASEEFFECTOR_SPACEMODE_NODE);
    bc->SetBool(ID_MG_BASEEFFECTOR_POSITION_ACTIVE,true);
    bc->SetVector(ID_MG_BASEEFFECTOR_POSITION, c4d.Vector(1.0,1.0,1.0);
    bc->SetBool(ID_MG_BASEEFFECTOR_SCALE_ACTIVE,true);
    bc->SetFloat(ID_MG_BASEEFFECTOR_USCALE,0.1);
    bc->SetVector(ID_MG_BASEEFFECTOR_SCALE, c4d.Vector(1.0,1.0,1.0);
    bc->SetBool(ID_MG_BASEEFFECTOR_UNIFORMSCALE,true);
    bc->SetBool(ID_MG_BASEEFFECTOR_POSITIVESCALE,true);
    bc->SetBool(ID_MG_BASEEFFECTOR_ROTATE_ACTIVE,true);
    bc->SetVector(ID_MG_BASEEFFECTOR_ROTATION, c4d.Vector(1.0,1.0,1.0);
    bc->SetInt32(ID_MG_BASEEFFECTOR_COLOR_MODE,ID_MG_BASEEFFECTOR_COLOR_MODE_OFF);
    bc->SetBool(ID_MG_BASEEFFECTOR_COLOR_ALPHA,true);
    bc->SetInt32(ID_MG_BASEEFFECTOR_COLOR_BLEND,ID_MG_BASEEFFECTOR_COLOR_BLEND_DEFAULT);
    bc->SetBool(ID_MG_BASEEFFECTOR_OTHERALPHA,true);
    bc->SetFloat(ID_MG_BASEEFFECTOR_WEIGHT,0.1);
    bc->SetFloat(ID_MG_BASEEFFECTOR_U,0.1);
    bc->SetFloat(ID_MG_BASEEFFECTOR_V,0.1);
    bc->SetFloat(ID_MG_BASEEFFECTOR_CLONE,0.1);
    bc->SetBool(ID_MG_BASEEFFECTOR_VISIBILITY,true);
    pObject->Message(MSG_UPDATE);                                                      
}