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 Omaction

Omaction

Attributes

  • ENGLISH NAME : X-ParticlesTriggerActionModifier
  • NAME : Omaction
  • INCLUDE : Obase
  • PATH : res/description/omaction.res
  • PLUGIN : X-Particles
  • MAXON online help (may not exist): OMACTION

Elements

ID UI Name Type Parameters Cycle
XMACTION_ENABLED Enabled BOOL  
XMACTION_MODE Mode LONG  
ACTION_MODE_INDEP Independent
ACTION_MODE_ACTION Action-Controlled
XMACTION_OPERATION Operation LONG  
ACTION_OP_MORETHAN Falloff>=
ACTION_OP_RANGE FalloffRange
ACTION_OP_LESSTHAN Falloff<=
XMACTION_FALLOFF_VALUELOW LowFalloffValue REAL
UNIT PERCENT
MIN 0.01
MAX 100.0
STEP 1.0
MINSLIDER 0.01
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
XMACTION_FALLOFF_VALUEHIGH HighFalloffValue REAL
UNIT PERCENT
MIN 0.01
MAX 100.0
STEP 1.0
MINSLIDER 0.01
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
XMACTION_PROB ProbabilityofAction REAL
UNIT PERCENT
MIN 0.0
MAX 100.0
MINSLIDER 0.0
MAXSLIDER 100.0
CUSTOMGUI REALSLIDER
XMACTION_SHADER Shader SHADERLINK  
XMACTION_ACTIONS Actions IN_EXCLUDE NUM_FLAGS
XMACTION_ADDACTION AddAction BUTTON  
XMACTION_MODS_ON ModifierstoAffectParticles IN_EXCLUDE NUM_FLAGS
XMACTION_MODS_OFF ModifierstoNotAffectParticles IN_EXCLUDE NUM_FLAGS
XMACTION_GROUP Groups IN_EXCLUDE
NUM_FLAGS 2
INIT_STATE 3
SEND_SELCHNGMSG 1
SCALE_V
IMAGE_01_ON 1009316
IMAGE_01_OFF 1009320
IMAGE_02_ON 300000231
IMAGE_02_OFF 300000230

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.Omaction)
    doc.InsertObject(obj)
    c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
    
    #You can set parameters two different ways. 
    #First way              
    obj[c4d.XMACTION_ENABLED] = True
    obj[c4d.XMACTION_MODE] = c4d.ACTION_MODE_INDEP
    obj[c4d.XMACTION_OPERATION] = c4d.ACTION_OP_MORETHAN
    obj[c4d.XMACTION_FALLOFF_VALUELOW] = 0.1
    obj[c4d.XMACTION_FALLOFF_VALUEHIGH] = 0.1
    obj[c4d.XMACTION_PROB] = 0.1
    
    #Second way, using the base container.
    bc = obj.GetDataInstance()
    bc.SetBool(c4d.XMACTION_ENABLED,True)
    bc.SetInt32(c4d.XMACTION_MODE,c4d.ACTION_MODE_INDEP)
    bc.SetInt32(c4d.XMACTION_OPERATION,c4d.ACTION_OP_MORETHAN)
    bc.SetFloat(c4d.XMACTION_FALLOFF_VALUELOW,0.1)
    bc.SetFloat(c4d.XMACTION_FALLOFF_VALUEHIGH,0.1)
    bc.SetFloat(c4d.XMACTION_PROB,0.1)

if __name__=='__main__':
    main()
             

C++

#include "c4d.h"
#include "../res/description/omaction.h"
void SampleFunction()
{
    BaseDocument *pDoc = GetActiveDocument();
    BaseObject *pObject = BaseObject::Alloc(Omaction);
    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(XMACTION_ENABLED),GeData(true),flags);
    pObject->SetParameter(DescID(XMACTION_MODE),GeData(ACTION_MODE_INDEP),flags);
    pObject->SetParameter(DescID(XMACTION_OPERATION),GeData(ACTION_OP_MORETHAN),flags);
    pObject->SetParameter(DescID(XMACTION_FALLOFF_VALUELOW),GeData(0.1),flags);
    pObject->SetParameter(DescID(XMACTION_FALLOFF_VALUEHIGH),GeData(0.1),flags);
    pObject->SetParameter(DescID(XMACTION_PROB),GeData(0.1),flags);
    pObject->Message(MSG_UPDATE);            

    //Second way, using the base container.
    BaseContainer *bc =     pObject->GetDataInstance();
    bc->SetBool(XMACTION_ENABLED,true);
    bc->SetInt32(XMACTION_MODE,ACTION_MODE_INDEP);
    bc->SetInt32(XMACTION_OPERATION,ACTION_OP_MORETHAN);
    bc->SetFloat(XMACTION_FALLOFF_VALUELOW,0.1);
    bc->SetFloat(XMACTION_FALLOFF_VALUEHIGH,0.1);
    bc->SetFloat(XMACTION_PROB,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.XMACTION_ADDACTION)

C++

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