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createLayers.py
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createLayers.py
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import c4d
from c4d import gui
def CreateLayer2 (name, layercolor):
layer = c4d.documents.LayerObject()
layer[c4d.ID_LAYER_COLOR] = layercolor
layer.SetName(name)
# Get the invisible root layer
layerRoot = doc.GetLayerObjectRoot()
# Insert the layer under the parent
layer.InsertUnder(layerRoot)
# Main function
def main():
CreateLayer2 ('MyLayer', c4d.Vector(0.5, 0.3, 0.9) )
print(op[c4d.ID_LAYER_LINK] )
#ly = c4d.CallCommand(100004738) # создать новый слой
root = doc.GetLayerObjectRoot() # Gets the layer manager
LayersList = root.GetChildren() # Get Layer list
for layers in LayersList:
name = layers.GetName()
print('=========== ',name, ' =============')
print('ID_LAYER_SOLO ', layers[c4d.ID_LAYER_SOLO])
print('ID_LAYER_VIEW ', layers[c4d.ID_LAYER_VIEW])
print('ID_LAYER_RENDER ', layers[c4d.ID_LAYER_RENDER])
print('ID_LAYER_MANAGER ', layers[c4d.ID_LAYER_MANAGER])
print('ID_LAYER_LOCKED ', layers[c4d.ID_LAYER_LOCKED])
print('ID_LAYER_GENERATORS ', layers[c4d.ID_LAYER_GENERATORS])
print('ID_LAYER_DEFORMERS ', layers[c4d.ID_LAYER_DEFORMERS])
print('ID_LAYER_EXPRESSIONS ', layers[c4d.ID_LAYER_EXPRESSIONS])
print('ID_LAYER_ANIMATION ', layers[c4d.ID_LAYER_ANIMATION])
print('ID_LAYER_COLOR ', layers[c4d.ID_LAYER_COLOR])
print('ID_LAYER_XREF ', layers[c4d.ID_LAYER_XREF])
print('BIT_ACTIVE ', layers.GetBit(c4d.BIT_ACTIVE))
# layers[c4d.ID_LAYER_MANAGER] = 0
# layers[c4d.ID_LAYER_LOCKED] = 1
# obj[c4d.ID_LAYER_LINK] = layers #привязать объект к слою
layer_data = layers.GetLayerData(doc)# другой способ доступа
lockValue = layer_data["locked"]
# layers.SetLayerData(doc, layer_data)
print(layer_data)# {'solo': False, 'view': True, 'render': True, 'manager': True, 'locked': False, 'generators': True, 'deformers': True, 'expressions': True, 'animation': True, 'color': Vector(0.5, 0.3, 0.9), 'xref': True}
c4d.EventAdd()
# Execute main()
if __name__=='__main__':
main()