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Version 1.2
237 downloads
I have been using "Set Selection" on many occasions. Be it to create selection tags to apply different materials to an object. Or simply as kind of a clipboard to temporarily hold a set of selected polygons during modeling. However, in most cases I do not have enough with a single selection tag. It can happen that during a modeling session I need a few temporary selections, to be picked up later in the process when I need to work here and there on a model. As such, in the past I had a love-hate relationship with the "Set Selection" command. It was a very useful tool, except that it required me to always deselect the newly created selection tag before I could create another one. Reason for this is that if you perform a "Set Selection" with a selected tag, the newly selected items would be merged into the selected tag ... instead of being created in their own separate tag. I mostly use the Commander to quickly type "set se" and press enter. Or I would add the "Set Selection" icon into a modeling palette and dock it in the layout. Still, in order to be able to create multiple selection tags, I would need to execute the command, deselect the tag, and proceed with creating a new selection. NOT ANYMORE ... It finally annoyed me so much that I spend some time writing a script to provide the functionality to perform a "Set New Selection" ... NOT overwriting the current selection tag. This script will create a new selection tag of its own, use an appropriate unique name (just as the native "Set Selection"), store the selected items be it polygons, edges or points. I call it: Set New Selection. The good thing is, that you can execute this script from the Commander, or drag the icon into a palette and dock it into the layout. AND it can coexist next to the native "Set Selection". Which means you can still use the original behaviour if you want to overwrite a selection tag, or use the new one to create separate tags each time the script is executed. Isn't that neat? Yes, I thought so too! Does work with R16 - R23 (not tested with S22, S24) HOW TO install: - download the zip file - go to your Cinema4D preference folder (menu Edit > Preferences ... wait for it ... click button at bottom left "Open Preferences folder"). - navigate to library, then scripts - extract the content of the downloaded zip file here (or in a subfolder). - restart Cinema4D.Free1 point -
Version 0.6
340 downloads
RingLoop is a small Python plugin which allows to extend selected edges into ring or loop. An optional "skip" option can be provided, which will skip the number of edges during creation of a ring or loop from the original selected edge(s) Original thread: https://www.core4d.com/ipb/forums/topic/102983-select-every-other-edge New version 0.6 (see changelog) Does work with R16 - R23 (not tested with S22) If you download, use, and appreciate this plugin, please consider donating using the "Tip Me" button. Every donation, great and small, is much appreciated and motivates me to keep providing plugin solutions for the community.Free1 point -
Edit 2017: Renamed topic from "Substance Painter Exported Texture Importer (SPETI)" to "SPETI and TINA" The original post was made for Substance Painter textures, but as it applies to any kind textures the plugin has been split off into 2 "versions", read more here -obsolete link deleted- Original message below and on next pages will still refer to Substance Painter. <end edit> Working with Substance Painter for texture creation I found it a waste of time to manually create each material from the numerous exported textures. Looking at the main character for my short story I had to import 18 texture sets (each 6 bitmap files). Knowing that many more objects had to be textured in the future, I soon started to look how to automate this material creation. For this I looked into scripting, and soon decided to make a plugin, which I could have named "Substance Painter Artistically Generated Exported Texture Importer". But went for the simpler "Substance Painter Exported Texture Importer" instead, SPETI for short. The main purpose of this plugin is thus to create materials from scratch, using the generated textures from Substance Painter as input. Or, in my case, to update the already prepared materials (having only the color channel activated). Since development has only been started, many more features have to be implemented. One of which is the configuration panel were users setup how the Substance Painter textures are to be mapped. Currently, the configuration is very basic, and matches with my workflow. More detailed explanations soon to come. Enjoy! Latest version v1.2 runs on R17 - R23 ... available in the download section.1 point
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I have updated the plugin to provide an option (via cog wheel) to ignore the outer edges of an open-ended mesh as being detected as UV boundaries. In general you would want to turn all UV seams into edge selections. In case of open-ended mesh objects, the mesh boundaries would be detected as UV boundaries ... while these aren't actually UV seams. The new option will (by default) allow to ignore these boundaries. On the other hand you might want to turn all UV island boundaries into edges, no matter if these are UV seams or not. You can do so by unchecking the new option. This is the behaviour of the original version 1.01 point