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 Ohairfeather

Ohairfeather

Attributes

  • ENGLISH NAME : Feathers
  • NAME : Ohairfeather
  • INCLUDE : Obase
  • PATH : hair/description/ohairfeather.res
  • PLUGIN : hair
  • MAXON online help (may not exist): OHAIRFEATHER

Elements

ID UI Name Type Parameters Cycle
FEATHER_OBJECT_SHOW_EDITOR ShowEditor BOOL  
FEATHER_OBJECT_EDITOR_LOD EditorLOD REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
FEATHER_OBJECT_GENERATE Generate LONG  
FEATHER_OBJECT_GENERATE_HAIR Hairs
FEATHER_OBJECT_GENERATE_SPLINES Splines
FEATHER_OBJECT_REVERSE Reverse BOOL  
FEATHER_OBJECT_SEGMENTS Segments LONG
MIN 1
MAX 1024
FEATHER_OBJECT_SPACING Spacing LONG  
FEATHER_OBJECT_SPACING_COUNT Adaptive
FEATHER_OBJECT_SPACING_SPACE Fixed
FEATHER_OBJECT_RELATIVE RelativeSize BOOL  
FEATHER_OBJECT_REFERENCE RachisLength REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_RACHIS_RADIUS_BASE RachisRadius REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_RACHIS_RADIUS_TOP Top REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_START Start REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
FEATHER_OBJECT_BARB_END End REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
FEATHER_OBJECT_BARB_SPACING BarbSpacing REAL
UNIT METER
MIN 0.0
STEP 0.1
FEATHER_OBJECT_BARB_SPACING_VAR Variation REAL
UNIT METER
MIN 0.0
STEP 0.1
FEATHER_OBJECT_BARB_COUNT BarbCount LONG MIN
FEATHER_OBJECT_BARB_LENGTH BarbLength REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_LENGTH_VAR Variation REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_Y_DISP_T Curve(Top) REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_Y_DISP_T_VAR Variation REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_Y_DISP Curve(Base) REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_Y_DISP_VAR Variation REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_Z_DISP Displace REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_Z_DISP_VAR Variation REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_RACHIS_ROTATION_DELTA RotStep REAL UNIT
FEATHER_OBJECT_RACHIS_ROTATION_DELTA_VAR Variation REAL UNIT
FEATHER_OBJECT_RACHIS_ROTATION Rotation REAL UNIT
FEATHER_OBJECT_RACHIS_ROTATION_VAR Variation REAL
UNIT DEGREE
MIN 0.0
FEATHER_OBJECT_BARB_ROTATION_Y_VAR RachisRot REAL
UNIT DEGREE
MIN 0.0
FEATHER_OBJECT_BARB_ROTATION_Z_VAR BarbRot REAL
UNIT DEGREE
MIN 0.0
FEATHER_OBJECT_BARB_GAPS Gap REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_GAPS_VAR Variation REAL
UNIT METER
MIN 0.0
FEATHER_OBJECT_BARB_GAPS_OCCUR Occurrence REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
FEATHER_OBJECT_RACHIS_LEFT Left SPLINE  
FEATHER_OBJECT_RACHIS_RIGHT Right SPLINE  
FEATHER_OBJECT_RACHIS_SECTION_LEFT Left SPLINE  
FEATHER_OBJECT_RACHIS_SECTION_RIGHT Right SPLINE  
FEATHER_OBJECT_RACHIS_CURVE_LEFT Left SPLINE  
FEATHER_OBJECT_RACHIS_CURVE_RIGHT Right SPLINE  

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.Ohairfeather)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.FEATHER_OBJECT_SHOW_EDITOR] = True
    obj[c4d.FEATHER_OBJECT_EDITOR_LOD] = 0.1
    obj[c4d.FEATHER_OBJECT_GENERATE] = c4d.FEATHER_OBJECT_GENERATE_HAIR
    obj[c4d.FEATHER_OBJECT_REVERSE] = True
    obj[c4d.FEATHER_OBJECT_SEGMENTS] = 1
    obj[c4d.FEATHER_OBJECT_SPACING] = c4d.FEATHER_OBJECT_SPACING_COUNT
    obj[c4d.FEATHER_OBJECT_RELATIVE] = True
    obj[c4d.FEATHER_OBJECT_REFERENCE] = 0.1
    obj[c4d.FEATHER_OBJECT_RACHIS_RADIUS_BASE] = 0.1
    obj[c4d.FEATHER_OBJECT_RACHIS_RADIUS_TOP] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_START] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_END] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_SPACING] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_SPACING_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_COUNT] = 1
    obj[c4d.FEATHER_OBJECT_BARB_LENGTH] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_LENGTH_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_Y_DISP_T] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_Y_DISP_T_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_Y_DISP] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_Y_DISP_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_Z_DISP] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_Z_DISP_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_RACHIS_ROTATION_DELTA] = 0.1
    obj[c4d.FEATHER_OBJECT_RACHIS_ROTATION_DELTA_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_RACHIS_ROTATION] = 0.1
    obj[c4d.FEATHER_OBJECT_RACHIS_ROTATION_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_ROTATION_Y_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_ROTATION_Z_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_GAPS] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_GAPS_VAR] = 0.1
    obj[c4d.FEATHER_OBJECT_BARB_GAPS_OCCUR] = 0.1
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetBool(c4d.FEATHER_OBJECT_SHOW_EDITOR,True)
    bc.SetFloat(c4d.FEATHER_OBJECT_EDITOR_LOD,0.1)
    bc.SetInt32(c4d.FEATHER_OBJECT_GENERATE,c4d.FEATHER_OBJECT_GENERATE_HAIR)
    bc.SetBool(c4d.FEATHER_OBJECT_REVERSE,True)
    bc.SetInt32(c4d.FEATHER_OBJECT_SEGMENTS,1)
    bc.SetInt32(c4d.FEATHER_OBJECT_SPACING,c4d.FEATHER_OBJECT_SPACING_COUNT)
    bc.SetBool(c4d.FEATHER_OBJECT_RELATIVE,True)
    bc.SetFloat(c4d.FEATHER_OBJECT_REFERENCE,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_RACHIS_RADIUS_BASE,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_RACHIS_RADIUS_TOP,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_START,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_END,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_SPACING,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_SPACING_VAR,0.1)
    bc.SetInt32(c4d.FEATHER_OBJECT_BARB_COUNT,1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_LENGTH,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_LENGTH_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_Y_DISP_T,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_Y_DISP_T_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_Y_DISP,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_Y_DISP_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_Z_DISP,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_Z_DISP_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_RACHIS_ROTATION_DELTA,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_RACHIS_ROTATION_DELTA_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_RACHIS_ROTATION,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_RACHIS_ROTATION_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_ROTATION_Y_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_ROTATION_Z_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_GAPS,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_GAPS_VAR,0.1)
    bc.SetFloat(c4d.FEATHER_OBJECT_BARB_GAPS_OCCUR,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../hair/description/ohairfeather.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Ohairfeather);
    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(FEATHER_OBJECT_SHOW_EDITOR),GeData(true),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_EDITOR_LOD),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_GENERATE),GeData(FEATHER_OBJECT_GENERATE_HAIR),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_REVERSE),GeData(true),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_SEGMENTS),GeData(1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_SPACING),GeData(FEATHER_OBJECT_SPACING_COUNT),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_RELATIVE),GeData(true),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_REFERENCE),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_RACHIS_RADIUS_BASE),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_RACHIS_RADIUS_TOP),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_START),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_END),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_SPACING),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_SPACING_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_COUNT),GeData(1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_LENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_LENGTH_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_Y_DISP_T),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_Y_DISP_T_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_Y_DISP),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_Y_DISP_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_Z_DISP),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_Z_DISP_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_RACHIS_ROTATION_DELTA),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_RACHIS_ROTATION_DELTA_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_RACHIS_ROTATION),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_RACHIS_ROTATION_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_ROTATION_Y_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_ROTATION_Z_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_GAPS),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_GAPS_VAR),GeData(0.1),flags);
    pObject->SetParameter(DescID(FEATHER_OBJECT_BARB_GAPS_OCCUR),GeData(0.1),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetBool(FEATHER_OBJECT_SHOW_EDITOR,true);
    bc->SetFloat(FEATHER_OBJECT_EDITOR_LOD,0.1);
    bc->SetInt32(FEATHER_OBJECT_GENERATE,FEATHER_OBJECT_GENERATE_HAIR);
    bc->SetBool(FEATHER_OBJECT_REVERSE,true);
    bc->SetInt32(FEATHER_OBJECT_SEGMENTS,1);
    bc->SetInt32(FEATHER_OBJECT_SPACING,FEATHER_OBJECT_SPACING_COUNT);
    bc->SetBool(FEATHER_OBJECT_RELATIVE,true);
    bc->SetFloat(FEATHER_OBJECT_REFERENCE,0.1);
    bc->SetFloat(FEATHER_OBJECT_RACHIS_RADIUS_BASE,0.1);
    bc->SetFloat(FEATHER_OBJECT_RACHIS_RADIUS_TOP,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_START,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_END,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_SPACING,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_SPACING_VAR,0.1);
    bc->SetInt32(FEATHER_OBJECT_BARB_COUNT,1);
    bc->SetFloat(FEATHER_OBJECT_BARB_LENGTH,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_LENGTH_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_Y_DISP_T,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_Y_DISP_T_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_Y_DISP,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_Y_DISP_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_Z_DISP,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_Z_DISP_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_RACHIS_ROTATION_DELTA,0.1);
    bc->SetFloat(FEATHER_OBJECT_RACHIS_ROTATION_DELTA_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_RACHIS_ROTATION,0.1);
    bc->SetFloat(FEATHER_OBJECT_RACHIS_ROTATION_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_ROTATION_Y_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_ROTATION_Z_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_GAPS,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_GAPS_VAR,0.1);
    bc->SetFloat(FEATHER_OBJECT_BARB_GAPS_OCCUR,0.1);
    pObject->Message(MSG_UPDATE);                                                      
}