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 Ocasquash

Ocasquash

Attributes

  • ENGLISH NAME : SquashandStretch
  • NAME : Ocasquash
  • INCLUDE : Obase
  • PATH : ca/description/ocasquash.res
  • PLUGIN : ca
  • MAXON online help (may not exist): OCASQUASH

Elements

ID UI Name Type Parameters Cycle
ID_CA_SQUASH_OBJECT_HIGH Top REAL
UNIT METER
MIN 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_CENTER Center REAL
UNIT PERCENT
MIN -100.0
MAX 100.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_LOW Bottom REAL
UNIT METER
MINSLIDER -100.0
MAX 0.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_ASPECT Aspect REAL
UNIT PERCENT
MINSLIDER -100.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_FACTOR Factor REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 1000.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_STRENGTH Expand REAL
UNIT PERCENT
MIN 0.0
MAXSLIDER 1000.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_SMOOTH_START SmoothStart REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_SMOOTH_END SmoothEnd REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_CURVATURE Curvature REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
ID_CA_SQUASH_OBJECT_CURVATURE_TYPE Type LONG  
ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_SQUARE Square
ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_CUBE Cubic
ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_QUAD Quartic
ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_CUSTOM Custom
ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_SPLINE Spline
ID_CA_SQUASH_OBJECT_CURVATURE_CUSTOM Power REAL MIN
ID_CA_SQUASH_OBJECT_CURVATURE_SPLINE Curve SPLINE  
ID_CA_SQUASH_OBJECT_FITTOPARENT FittoParent BUTTON  

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.Ocasquash)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.ID_CA_SQUASH_OBJECT_HIGH] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_CENTER] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_LOW] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_ASPECT] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_FACTOR] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_STRENGTH] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_SMOOTH_START] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_SMOOTH_END] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_CURVATURE] = 0.1
    obj[c4d.ID_CA_SQUASH_OBJECT_CURVATURE_TYPE] = c4d.ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_SQUARE
    obj[c4d.ID_CA_SQUASH_OBJECT_CURVATURE_CUSTOM] = 0.1
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_HIGH,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_CENTER,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_LOW,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_ASPECT,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_FACTOR,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_STRENGTH,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_SMOOTH_START,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_SMOOTH_END,0.1)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_CURVATURE,0.1)
    bc.SetInt32(c4d.ID_CA_SQUASH_OBJECT_CURVATURE_TYPE,c4d.ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_SQUARE)
    bc.SetFloat(c4d.ID_CA_SQUASH_OBJECT_CURVATURE_CUSTOM,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../ca/description/ocasquash.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Ocasquash);
    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_CA_SQUASH_OBJECT_HIGH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_CENTER),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_LOW),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_ASPECT),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_FACTOR),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_STRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_SMOOTH_START),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_SMOOTH_END),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_CURVATURE),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_CURVATURE_TYPE),GeData(ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_SQUARE),flags);
    pObject->SetParameter(DescID(ID_CA_SQUASH_OBJECT_CURVATURE_CUSTOM),GeData(0.1),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetFloat(ID_CA_SQUASH_OBJECT_HIGH,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_CENTER,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_LOW,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_ASPECT,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_FACTOR,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_STRENGTH,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_SMOOTH_START,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_SMOOTH_END,0.1);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_CURVATURE,0.1);
    bc->SetInt32(ID_CA_SQUASH_OBJECT_CURVATURE_TYPE,ID_CA_SQUASH_OBJECT_CURVATURE_TYPE_SQUARE);
    bc->SetFloat(ID_CA_SQUASH_OBJECT_CURVATURE_CUSTOM,0.1);
    pObject->Message(MSG_UPDATE);                                                      
}
             

Buttons

This node has buttons. Buttons can manually be executed by calling the following code

Python

c4d.CallButton(obj,c4d.ID_CA_SQUASH_OBJECT_FITTOPARENT)

C++

DescriptionCommand dc;
dc.id = DescID(ID_CA_SQUASH_OBJECT_FITTOPARENT);             
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);