cinema4d-mcp

📁 vladmdgolam/agent-skills 📅 10 days ago
8
总安装量
8
周安装量
#33865
全站排名
安装命令
npx skills add https://github.com/vladmdgolam/agent-skills --skill cinema4d-mcp

Agent 安装分布

gemini-cli 8
github-copilot 8
codex 8
kimi-cli 8
cursor 8
amp 8

Skill 文档

Cinema 4D MCP

Tool Selection

Use structured MCP tools (get_scene_info, list_objects, add_primitive, etc.) for simple operations.

Use execute_python_script as the primary path for non-trivial extraction. It avoids wrapper/schema mismatches, gives full c4d API access, and allows proper frame stepping control.

Health Check (Always First)

  1. get_scene_info – verify connection
  2. execute_python_script with print("ok") – verify Python works
  3. If both work, extraction is possible even when other tools are broken

Critical Rules

1. World vs Local Coordinates

GeGetMoData() returns cloner-local positions. Always apply global matrix:

mg = cloner.GetMg()
world_pos = mg * m.off  # LOCAL -> WORLD

Missing this shifts everything by the cloner’s global offset.

2. Visibility Constants Are Swapped

  • MODE_OFF = 1 (not 0!)
  • MODE_ON = 0 (not 1!)
  • MODE_UNDEF = 2 (default/inherit)

Always use c4d.MODE_OFF / c4d.MODE_ON, never raw integers.

3. Sequential Frame Stepping

MoGraph effectors accumulate state. Iterate 0->N sequentially:

for frame in range(start, end + 1):
    doc.SetTime(c4d.BaseTime(frame, fps))
    doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)
    # NOW read data

Never jump to arbitrary frames. Never skip ExecutePasses.

4. Split Heavy Bakes

MCP scripts timeout on large frame ranges (~20-30s default, some forks 60s). Bake in chunks (e.g., frames 0-200, then 200-400), combine afterward. Log progress with print().

5. Iterative Traversal Only

Use stack-based traversal. Recursive traversal hits Python recursion limits:

def find_obj(name):
    stack = [doc.GetFirstObject()]
    while stack:
        obj = stack.pop()
        while obj:
            if obj.GetName() == name:
                return obj
            if obj.GetDown():
                stack.append(obj.GetDown())
            obj = obj.GetNext()
    return None

6. API Version Compatibility

Constants differ between C4D versions. Use defensive checks:

if hasattr(c4d, "SCENEFILTER_ANIMATION"):
    ...

7. Check Render Visibility

Objects can be disabled via traffic lights (GetRenderMode()), RS Object tags, parent hierarchy inheritance, or Takes system.

Complete Animation Bake Workflow

This is the authoritative end-to-end procedure. Follow it in order — each step gates the next.

Step 1: Health Check

# Tool call: get_scene_info
# Then:
import c4d
print(doc.GetDocumentName(), doc.GetFps(), doc.GetMaxTime().GetFrame(doc.GetFps()))

Confirm: scene name resolves, fps is correct (typically 24/25/30), max frame is the expected end frame.

Step 2: Discover Animation Tracks

Before baking, confirm the cloner actually has animated effectors:

import c4d

def find_obj(name):
    stack = [doc.GetFirstObject()]
    while stack:
        obj = stack.pop()
        while obj:
            if obj.GetName() == name:
                return obj
            if obj.GetDown():
                stack.append(obj.GetDown())
            obj = obj.GetNext()
    return None

fps = doc.GetFps()
cloner = find_obj("MyClonerName")  # replace with actual name

# Check direct tracks on cloner
for t in cloner.GetCTracks():
    did = t.GetDescriptionID()
    ids = [int(did[i].id) for i in range(did.GetDepth())]
    curve = t.GetCurve()
    key_count = curve.GetKeyCount() if curve else 0
    print(f"Track IDs: {ids}, keys: {key_count}")

# Check effector children for their own tracks
child = cloner.GetDown()
while child:
    for t in child.GetCTracks():
        did = t.GetDescriptionID()
        ids = [int(did[i].id) for i in range(did.GetDepth())]
        print(f"  Effector '{child.GetName()}' track IDs: {ids}")
    child = child.GetNext()

If no tracks appear, the animation may be driven by fields or expressions — proceed to bake anyway; ExecutePasses will resolve those.

Step 3: Bake MoGraph (Sequential Frame Stepping)

import c4d
from c4d.modules import mograph as mo
import json

def find_obj(name):
    stack = [doc.GetFirstObject()]
    while stack:
        obj = stack.pop()
        while obj:
            if obj.GetName() == name:
                return obj
            if obj.GetDown():
                stack.append(obj.GetDown())
            obj = obj.GetNext()
    return None

def vec(v):
    return [float(v.x), float(v.y), float(v.z)]

fps = doc.GetFps()
start = 0
end = int(doc.GetMaxTime().GetFrame(fps))
cloner = find_obj("MyClonerName")
mg = cloner.GetMg()  # global matrix for LOCAL->WORLD

frames_data = {}

for frame in range(start, end + 1):
    doc.SetTime(c4d.BaseTime(frame, fps))
    doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)

    md = mo.GeGetMoData(cloner)
    if md is None:
        print(f"Frame {frame}: no MoData")
        continue

    matrices = md.GetArray(c4d.MODATA_MATRIX)
    clone_indices = md.GetArray(c4d.MODATA_CLONE)

    frame_clones = []
    for i, m in enumerate(matrices):
        world_pos = mg * m.off
        scale = (m.v1.GetLength() + m.v2.GetLength() + m.v3.GetLength()) / 3.0
        frame_clones.append({
            "index": i,
            "position": vec(world_pos),
            "scale": float(scale),
            "clone_index": float(clone_indices[i]) if clone_indices else None
        })

    frames_data[frame] = frame_clones
    if frame % 50 == 0:
        print(f"Baked frame {frame}/{end}")

print(f"Done. Total frames baked: {len(frames_data)}")

Step 4: Extract Keyframes (Optional — for sparse data)

If you need keyframe-only data rather than every-frame bake:

import c4d

fps = doc.GetFps()
obj = find_obj("MyObject")

keyframe_data = {}
for t in obj.GetCTracks():
    did = t.GetDescriptionID()
    ids = [int(did[i].id) for i in range(did.GetDepth())]
    curve = t.GetCurve()
    if not curve:
        continue
    keys = []
    for k in range(curve.GetKeyCount()):
        key = curve.GetKey(k)
        keys.append({
            "frame": key.GetTime().GetFrame(fps),
            "value": float(key.GetValue())
        })
    keyframe_data[str(ids)] = keys

print(json.dumps(keyframe_data))

Step 5: Export JSON

import json

output = {
    "scene": doc.GetDocumentName(),
    "fps": fps,
    "start_frame": start,
    "end_frame": end,
    "clone_count": len(frames_data.get(start, [])),
    "frames": frames_data
}

import tempfile, os
export_path = os.path.join(tempfile.gettempdir(), "mograph_export.json")
with open(export_path, "w") as f:
    json.dump(output, f)

print(f"Exported {len(frames_data)} frames to {export_path}")

Step 6: Validate

Run this after export to catch silent errors before handing data downstream:

import json, math

with open(export_path) as f:
    data = json.load(f)

fps = data["fps"]
start = data["start_frame"]
end = data["end_frame"]
expected_frames = end - start + 1
actual_frames = len(data["frames"])

errors = []

if actual_frames != expected_frames:
    errors.append(f"Frame count mismatch: expected {expected_frames}, got {actual_frames}")

nan_count = 0
for frame_key, clones in data["frames"].items():
    for clone in clones:
        for coord in clone["position"]:
            if math.isnan(coord) or math.isinf(coord):
                nan_count += 1
        if clone.get("clone_index") is not None:
            if not (0.0 <= clone["clone_index"] <= 1.0):
                errors.append(f"Frame {frame_key} clone {clone['index']}: clone_index out of range: {clone['clone_index']}")

if nan_count > 0:
    errors.append(f"NaN/Inf found in {nan_count} position coordinates")

if errors:
    for e in errors:
        print("ERROR:", e)
else:
    print("Validation passed.")
    print(f"  Frames: {actual_frames}, Clones per frame: {data['clone_count']}")

Validation Checklist

Before Baking

  • Frame range set in scene (doc.GetMaxTime() returns expected end frame)
  • All effectors active (check visibility traffic lights and Tags)
  • No interfering Takes (doc.GetTakeData().GetCurrentTake() is the correct take)
  • Test on small range (frames 0-10) first — confirm clone count and positions look right before running full bake

After Baking

  • Total frame count equals end - start + 1 (no off-by-one, no gaps)
  • No NaN or Inf values in position coordinates
  • Clone indices are in range 0.0–1.0 (if using MODATA_CLONE)
  • World positions make sense — spot-check frame 0 and last frame against viewport

MoGraph Extraction Pattern

import c4d
from c4d.modules import mograph as mo

def vec(v):
    return [float(v.x), float(v.y), float(v.z)]

cloner = find_obj("ClonerName")
mg = cloner.GetMg()

for frame in range(start, end + 1, step):
    doc.SetTime(c4d.BaseTime(frame, fps))
    doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)
    md = mo.GeGetMoData(cloner)
    matrices = md.GetArray(c4d.MODATA_MATRIX)
    for i, m in enumerate(matrices):
        world_pos = mg * m.off
        scale = (m.v1.GetLength() + m.v2.GetLength() + m.v3.GetLength()) / 3.0

Animation Track Discovery

for t in obj.GetCTracks():
    did = t.GetDescriptionID()
    ids = [int(did[i].id) for i in range(did.GetDepth())]
    curve = t.GetCurve()
    keys = []
    if curve:
        for k in range(curve.GetKeyCount()):
            key = curve.GetKey(k)
            keys.append({"frame": key.GetTime().GetFrame(fps), "value": float(key.GetValue())})

Cloner Mode Constants

c4d.ID_MG_MOTIONGENERATOR_MODE: 0=Grid, 1=Linear, 2=Radial, 3=Object, 4=Honeycomb
c4d.MG_GRID_MODE: 0=Endpoint (total span), 1=Per Step (spacing)

Redshift Availability

Accessible without RS: hierarchy, transforms, keyframes, MoGraph clone data, C4D native shaders.

NOT accessible without RS: node graph internals, RS lights/environment, RS API IDs.

RS Color Workaround

RS node graph colors aren’t extractable via C4D Python API. Use material preview bitmaps to identify colors:

bmp = mat.GetPreview(0)
if bmp:
    color = bmp.GetPixel(x, y)  # sample center or representative pixel

Or use per-sphere toggles in the renderer to visually verify material assignments.

Clone-to-Material Mapping

Use MODATA_CLONE array from GeGetMoData() to get normalized clone indices (0.0–1.0 mapped to child objects):

md = mo.GeGetMoData(cloner)
clone_indices = md.GetArray(c4d.MODATA_CLONE)  # float array, 0.0–1.0

These values map to the cloner’s child object cycle. Verify visually — don’t assume the cycle matches hierarchy order.

Examples

Example 1: Extract MoGraph Cloner Animation to JSON for Three.js

Scenario: A cloner with 50 spheres driven by a Random effector needs to be exported as per-frame position data for playback in Three.js.

Step-by-step:

  1. Health check — confirm get_scene_info returns scene name and doc.GetFps() returns 30.

  2. Identify the cloner name from list_objects or get_scene_info. Assume it is "SphereCloner".

  3. Run a small test bake (frames 0-10) to confirm data shape:

import c4d
from c4d.modules import mograph as mo

def find_obj(name):
    stack = [doc.GetFirstObject()]
    while stack:
        obj = stack.pop()
        while obj:
            if obj.GetName() == name:
                return obj
            if obj.GetDown():
                stack.append(obj.GetDown())
            obj = obj.GetNext()
    return None

fps = doc.GetFps()
cloner = find_obj("SphereCloner")
mg = cloner.GetMg()

for frame in range(0, 11):
    doc.SetTime(c4d.BaseTime(frame, fps))
    doc.ExecutePasses(None, True, True, True, c4d.BUILDFLAGS_NONE)
    md = mo.GeGetMoData(cloner)
    matrices = md.GetArray(c4d.MODATA_MATRIX)
    world_positions = [list(mg * m.off) for m in matrices]
    print(f"Frame {frame}: {len(world_positions)} clones, first pos: {world_positions[0]}")
  1. Confirm output: 50 clones per frame, positions changing frame to frame, no NaN values.

  2. Run full bake using the Complete Animation Bake Workflow (Steps 3-5 above). The export JSON is saved to the system temp directory.

  3. Convert to Three.js-compatible format — the JSON structure frames[frame][clone_index].position maps directly to BufferAttribute update per frame in an AnimationMixer-driven loop.

Three.js consumption pattern:

// Load the exported JSON
const data = await fetch('/data/spherecloner_export.json').then(r => r.json());
const fps = data.fps;

// On each animation frame:
function updateClones(currentTime) {
    const frame = Math.floor(currentTime * fps);
    const frameData = data.frames[frame];
    if (!frameData) return;
    frameData.forEach((clone, i) => {
        meshes[i].position.set(...clone.position);
    });
}

Example 2: Debug Missing Redshift Colors Using Preview Bitmap Workaround

Scenario: A scene uses Redshift materials. You need to identify which material is which color for a clone-to-material mapping, but mat[c4d.MATERIAL_COLOR_COLOR] returns black or zero for all RS materials.

Why it fails: Redshift materials store color in the RS node graph, not in the standard C4D material container. mat[c4d.MATERIAL_COLOR_COLOR] reads the legacy C4D channel, which is empty for RS materials.

Workaround — preview bitmap sampling:

import c4d

doc_mats = doc.GetMaterials()
material_colors = []

for mat in doc_mats:
    name = mat.GetName()
    bmp = mat.GetPreview(0)  # 0 = default preview size
    if bmp is None:
        material_colors.append({"name": name, "color": None, "error": "no preview"})
        continue

    w = bmp.GetBw()
    h = bmp.GetBh()

    # Sample a 3x3 grid of pixels from the center region to get a representative color
    samples = []
    for sx in [w // 3, w // 2, 2 * w // 3]:
        for sy in [h // 3, h // 2, 2 * h // 3]:
            r, g, b = bmp.GetPixel(sx, sy)
            samples.append((r, g, b))

    avg_r = sum(s[0] for s in samples) // len(samples)
    avg_g = sum(s[1] for s in samples) // len(samples)
    avg_b = sum(s[2] for s in samples) // len(samples)

    material_colors.append({
        "name": name,
        "color_rgb_0_255": [avg_r, avg_g, avg_b],
        "color_hex": f"#{avg_r:02x}{avg_g:02x}{avg_b:02x}"
    })

import json
print(json.dumps(material_colors, indent=2))

Caveats:

  • Preview bitmaps are generated from the last render or interactive preview. If C4D hasn’t rendered a preview for a material, GetPreview() may return None or a gray placeholder.
  • Force a preview render by opening the Material Manager and letting thumbnails regenerate before running this script.
  • For multi-layer or metallic RS materials, the sampled color is an approximation — use it for identification (which material is roughly red vs. blue) rather than precise color matching.
  • Cross-reference with MODATA_CLONE indices to build a clone -> material -> color lookup table.

Troubleshooting Quick Reference

Symptom Likely Cause Fix
ExecutePasses() fails or returns wrong data SetTime() called after ExecutePasses() instead of before Always: SetTime → ExecutePasses → read data
MoGraph matrices all identical across frames Jumped to frame without sequential stepping Step frames 0→N in order, never skip
World positions far off from viewport Not applying global matrix world_pos = cloner.GetMg() * m.off
GeGetMoData() returns None Cloner not yet evaluated at that frame Ensure ExecutePasses ran; check cloner is not muted
Clone count changes per frame Object cloner with animated child visibility Read md.GetCount() per frame, don’t assume fixed count
Script times out on large range Frame range too large for single MCP call Chunk into 100-200 frame batches, merge results
MODATA_CLONE all 0.0 Single-child cloner or no child cycling Expected behavior — all clones share one child
Keyframes on effector not animating output Takes system overriding take Check doc.GetTakeData().GetCurrentTake()

Known Errors & Workarounds

See references/errors.md for complete Python API and MCP tool error tables.

Advanced Debugging

Raw Socket Fallback

If MCP tools fail entirely but the C4D socket server is alive at 127.0.0.1:5555, you can bypass the MCP layer and send commands directly. This is a last-resort diagnostic tool, not a normal workflow path.

When to use:

  • All MCP tool calls return connection errors
  • execute_python_script fails at the transport level (not a Python error)
  • You need to confirm the C4D server process is alive at all

Working example:

import json
import socket

def c4d_raw(command_dict, host="127.0.0.1", port=5555, timeout=10):
    """
    Send a raw command to the C4D socket server and return the parsed response.
    Commands mirror the MCP tool names: get_scene_info, list_objects, execute_python_script, etc.
    """
    payload = json.dumps(command_dict) + "\n"
    s = socket.create_connection((host, port), timeout=timeout)
    try:
        s.sendall(payload.encode("utf-8"))
        # Read until newline (server responds with a single JSON line)
        response = b""
        while True:
            chunk = s.recv(4096)
            if not chunk:
                break
            response += chunk
            if b"\n" in response:
                break
    finally:
        s.close()
    return json.loads(response.decode("utf-8").strip())

# Example: check connection
result = c4d_raw({"command": "get_scene_info"})
print(result)

# Example: run a Python expression
result = c4d_raw({
    "command": "execute_python_script",
    "params": {"script": "print(doc.GetDocumentName())"}
})
print(result)

Notes:

  • The socket server may not be running if you started C4D without the MCP plugin loaded.
  • Port 5555 is the default. Some forks or configurations may use different ports.
  • Responses are newline-delimited JSON. Large responses (e.g., full scene data) will be chunked — loop on recv until you have a complete JSON object.

Data Output

  • Save to JSON with metadata (scene name, fps, frame range, sampling step)
  • json.dumps() + print() for small results, tempfile.gettempdir() for large data
  • Keep both raw extraction and derived model

Additional References