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 Ocaskin

Ocaskin

Attributes

  • ENGLISH NAME : Skin
  • NAME : Ocaskin
  • INCLUDE : Obase
  • PATH : ca/description/ocaskin.res
  • PLUGIN : ca
  • MAXON online help (may not exist): OCASKIN

Elements

ID UI Name Type Parameters Cycle
ID_CA_SKIN_OBJECT_PRIORITY Priority PRIORITY
ANIM OFF
NOCAMERA
ID_CA_SKIN_OBJECT_COORD Coord LONG
FIT_H
SCALE_H
ID_CA_SKIN_OBJECT_COORD_MESH Object
ID_CA_SKIN_OBJECT_COORD_JOINTS Joints
ID_CA_SKIN_OBJECT_COORD_DEFORMER Deformer
ID_CA_SKIN_OBJECT_TYPE Type LONG
FIT_H
SCALE_H
ID_CA_SKIN_OBJECT_TYPE_LINEAR Linear
ID_CA_SKIN_OBJECT_TYPE_QUAT Spherical
ID_CA_SKIN_OBJECT_TYPE_BLENDED Blended
ID_CA_SKIN_OBJECT_TRANSFORM Transform LONG
FIT_H
SCALE_H
ID_CA_SKIN_OBJECT_TRANSFORM_BONES Bone
ID_CA_SKIN_OBJECT_TRANSFORM_OBJECT Object
ID_CA_SKIN_OBJECT_SCALING Length LONG
FIT_H
SCALE_H
ID_CA_SKIN_OBJECT_SCALING_NONE None
ID_CA_SKIN_OBJECT_SCALING_UNIFORM UniformScale
ID_CA_SKIN_OBJECT_SCALING_BONE_AXIS BoneScale
ID_CA_SKIN_OBJECT_SCALING_BONE_VOLUME VolumeScale
ID_CA_SKIN_OBJECT_BLEND_STRENGTH Blend REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
CUSTOMGUI REALSLIDER
ID_CA_SKIN_OBJECT_BLEND_MAP Map LINK  
ID_CA_SKIN_OBJECT_INCEXC Mode LONG  
ID_CA_SKIN_OBJECT_INCEXC_INCLUDE Include
ID_CA_SKIN_OBJECT_INCEXC_EXCLUDE Exclude
ID_CA_SKIN_OBJECT_FORCE Force BOOL  
ID_CA_SKIN_OBJECT_INCLUDE List IN_EXCLUDE
NUM_FLAGS 0
INIT_STATE 1
SCALE_V

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.Ocaskin)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.ID_CA_SKIN_OBJECT_COORD] = c4d.ID_CA_SKIN_OBJECT_COORD_MESH
    obj[c4d.ID_CA_SKIN_OBJECT_TYPE] = c4d.ID_CA_SKIN_OBJECT_TYPE_LINEAR
    obj[c4d.ID_CA_SKIN_OBJECT_TRANSFORM] = c4d.ID_CA_SKIN_OBJECT_TRANSFORM_BONES
    obj[c4d.ID_CA_SKIN_OBJECT_SCALING] = c4d.ID_CA_SKIN_OBJECT_SCALING_NONE
    obj[c4d.ID_CA_SKIN_OBJECT_BLEND_STRENGTH] = 0.1
    obj[c4d.ID_CA_SKIN_OBJECT_INCEXC] = c4d.ID_CA_SKIN_OBJECT_INCEXC_INCLUDE
    obj[c4d.ID_CA_SKIN_OBJECT_FORCE] = True
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetInt32(c4d.ID_CA_SKIN_OBJECT_COORD,c4d.ID_CA_SKIN_OBJECT_COORD_MESH)
    bc.SetInt32(c4d.ID_CA_SKIN_OBJECT_TYPE,c4d.ID_CA_SKIN_OBJECT_TYPE_LINEAR)
    bc.SetInt32(c4d.ID_CA_SKIN_OBJECT_TRANSFORM,c4d.ID_CA_SKIN_OBJECT_TRANSFORM_BONES)
    bc.SetInt32(c4d.ID_CA_SKIN_OBJECT_SCALING,c4d.ID_CA_SKIN_OBJECT_SCALING_NONE)
    bc.SetFloat(c4d.ID_CA_SKIN_OBJECT_BLEND_STRENGTH,0.1)
    bc.SetInt32(c4d.ID_CA_SKIN_OBJECT_INCEXC,c4d.ID_CA_SKIN_OBJECT_INCEXC_INCLUDE)
    bc.SetBool(c4d.ID_CA_SKIN_OBJECT_FORCE,True)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../ca/description/ocaskin.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Ocaskin);
    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_SKIN_OBJECT_COORD),GeData(ID_CA_SKIN_OBJECT_COORD_MESH),flags);
    pObject->SetParameter(DescID(ID_CA_SKIN_OBJECT_TYPE),GeData(ID_CA_SKIN_OBJECT_TYPE_LINEAR),flags);
    pObject->SetParameter(DescID(ID_CA_SKIN_OBJECT_TRANSFORM),GeData(ID_CA_SKIN_OBJECT_TRANSFORM_BONES),flags);
    pObject->SetParameter(DescID(ID_CA_SKIN_OBJECT_SCALING),GeData(ID_CA_SKIN_OBJECT_SCALING_NONE),flags);
    pObject->SetParameter(DescID(ID_CA_SKIN_OBJECT_BLEND_STRENGTH),GeData(0.1),flags);
    pObject->SetParameter(DescID(ID_CA_SKIN_OBJECT_INCEXC),GeData(ID_CA_SKIN_OBJECT_INCEXC_INCLUDE),flags);
    pObject->SetParameter(DescID(ID_CA_SKIN_OBJECT_FORCE),GeData(true),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetInt32(ID_CA_SKIN_OBJECT_COORD,ID_CA_SKIN_OBJECT_COORD_MESH);
    bc->SetInt32(ID_CA_SKIN_OBJECT_TYPE,ID_CA_SKIN_OBJECT_TYPE_LINEAR);
    bc->SetInt32(ID_CA_SKIN_OBJECT_TRANSFORM,ID_CA_SKIN_OBJECT_TRANSFORM_BONES);
    bc->SetInt32(ID_CA_SKIN_OBJECT_SCALING,ID_CA_SKIN_OBJECT_SCALING_NONE);
    bc->SetFloat(ID_CA_SKIN_OBJECT_BLEND_STRENGTH,0.1);
    bc->SetInt32(ID_CA_SKIN_OBJECT_INCEXC,ID_CA_SKIN_OBJECT_INCEXC_INCLUDE);
    bc->SetBool(ID_CA_SKIN_OBJECT_FORCE,true);
    pObject->Message(MSG_UPDATE);                                                      
}