def main():
    doc.StartUndo()
    tags = op.GetTags()
    mstag = c4d.BaseTag(1021338)
    i = 0
    for x in tags:
        if x.GetType() == 1021338:
            plain = c4d.BaseObject(1021337)
            plain[c4d.ID_MG_BASEEFFECTOR_SELECTION] = x.GetName()
            #plain[c4d.ID_BASELIST_NAME] = plain[c4d.ID_BASELIST_NAME]+"_"+str(i)
            doc.InsertObject(plain)
            effList = c4d.InExcludeData()
            if op.GetType() == 1019268:
                effList = op[c4d.MGTEXTOBJECT_EFFECTORLIST_CHAR]
                effList.InsertObject(plain, 1)
                op[c4d.MGTEXTOBJECT_EFFECTORLIST_CHAR] = effList
            elif op.GetType() == 1018544 or op.GetType(
            ) == 1018791 or op.GetType() == 1018545:
                effList = op[c4d.ID_MG_MOTIONGENERATOR_EFFECTORLIST]
                effList.InsertObject(plain, 1)
                op[c4d.ID_MG_MOTIONGENERATOR_EFFECTORLIST] = effList
            elif op.GetType() == 1036557:
                effList = op[c4d.ID_MG_VF_MOTIONGENERATOR_EFFECTORLIST]
                effList.InsertObject(plain, 1)
                op[c4d.ID_MG_VF_MOTIONGENERATOR_EFFECTORLIST] = effList
            i = i + 1
            doc.AddUndo(c4d.UNDOTYPE_NEW, plain)
        doc.EndUndo()
    c4d.EventAdd()
Пример #2
0
def tracerFromSelection(selection):
    doc = c4d.documents.GetActiveDocument()  # Get active Cinema 4D document
    tracer = c4d.BaseObject(1018655)  # Initialize tracer object
    tracerList = c4d.InExcludeData()  # Initialize in-exclude data list
    for s in selection:  # Loop through selection
        tracerList.InsertObject(s, 1)  # Add object to list
    tracer[c4d.
           MGTRACEROBJECT_OBJECTLIST] = tracerList  # Update tracer object list
    tracer[c4d.MGTRACEROBJECT_MODE] = 1  # 'Connect All Objects'
    tracer[c4d.MGTRACEROBJECT_USEPOINTS] = False  # Disable 'Trace Vertices'
    doc.InsertObject(tracer)  # Insert tracer object to document
    doc.AddUndo(c4d.UNDOTYPE_NEW,
                tracer)  # Add undo command for inserting new object
Пример #3
0
def main():
    # Gets selected objects and check if there is more than 1 object selected
    activeObjects = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_0)
    if not activeObjects:
        raise RuntimeError("Failed to retrieve selected objects.")

    # Gets the last object selected
    lodObject = doc.GetTargetObject()
    if not lodObject.CheckType(c4d.Olod):
        raise TypeError("last selected object is not a Lod Object.")

    # Defines parameters
    lodObject[c4d.LOD_MODE] = c4d.LOD_MODE_MANUAL_GROUPS
    lodObject[c4d.LOD_CRITERIA] = c4d.LOD_CRITERIA_MANUAL
    lodObject[c4d.LOD_LEVEL_COUNT_DYN] = len(activeObjects) - 1

    level = 0
    # Iterates over all active object
    for obj in activeObjects:

        if obj == lodObject:
            continue

        # Makes object a child object of the LOD object
        obj.Remove()
        doc.InsertObject(obj, lodObject)

        # Inserts object into "Objects" list of the given level
        listID = lodObject.GetManualModeObjectListDescID(level)
        if listID is None:
            continue

        # Creates InExcludeData
        inExData = c4d.InExcludeData()
        if inExData is None:
            continue

        # Inserts object into list
        inExData.InsertObject(obj, 1)

        # Sets parameter
        lodObject[listID] = inExData

        # Increments the level
        level = level + 1

    # Pushes an update event to Cinema 4D
    c4d.EventAdd()
Пример #4
0
def main():
    doc.StartUndo()
    active = doc.GetActiveObject()
    children = active.GetChildren()
    tracer = c4d.BaseObject(1018655)
    tracerlist = c4d.InExcludeData()

    for x in children:
        tracerlist.InsertObject(x, 1)

    tracer[c4d.MGTRACEROBJECT_OBJECTLIST] = tracerlist
    doc.InsertObject(tracer)
    doc.AddUndo(c4d.UNDOTYPE_NEW, tracer)

    c4d.EventAdd()
    doc.EndUndo()
def TracerFromObjects(selection, keyMod):
    tracer = c4d.BaseObject(1018655) # Initialize tracer object
    tracerList = c4d.InExcludeData() # Initialize in-exclude data list
    if keyMod == "Alt+Shift": # If Alt pressed
        for s in selection: # Loop through selection
            tracerList.InsertObject(s, 1) # Add object to list
    elif keyMod == "Alt+Ctrl": # If Alt and Ctrl pressed
        objectManagerSelection = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_CHILDREN) # Include children also if selected
        for s in objectManagerSelection: # Loop through selection
            tracerList.InsertObject(s, 1) # Add object to list
    tracer[c4d.MGTRACEROBJECT_OBJECTLIST] = tracerList # Update tracer object list
    tracer[c4d.MGTRACEROBJECT_MODE] = 1 # 'Connect All Objects'
    tracer[c4d.MGTRACEROBJECT_USEPOINTS] = False # Disable 'Trace Vertices'
    doc.InsertObject(tracer) # Insert tracer object to document
    doc.AddUndo(c4d.UNDOTYPE_NEW, tracer) # Add undo command for inserting new object
    tracer.SetBit(c4d.BIT_ACTIVE) # Select tracer object
def main():
    doc = c4d.documents.GetActiveDocument()  # Get active Cinema 4D document
    doc.StartUndo()  # Start recording undos
    selected = doc.GetActiveObject()  # Get selected object
    children = selected.GetChildren()  # Get selected object's children
    tracer = c4d.BaseObject(1018655)  # Initialize tracer object
    tracerList = c4d.InExcludeData()  # Initialize in-exclude data list

    for obj in children:  # Loop through children objects
        tracerList.InsertObject(obj, 1)  # Add object to list

    tracer[c4d.
           MGTRACEROBJECT_OBJECTLIST] = tracerList  # Update tracer object list
    doc.InsertObject(tracer)  # Insert tracer object to document
    doc.AddUndo(c4d.UNDOTYPE_NEW,
                tracer)  # Add undo command for inserting new object

    doc.EndUndo()  # Stop recording undos
    c4d.EventAdd()  # Refresh Cinema 4D
Пример #7
0
def PlainEffForEveryMgSelTag(obj):
    doc = c4d.documents.GetActiveDocument() # Get active Cinema 4D document

    tags = obj.GetTags() # Get object's tags
    mstag = c4d.BaseTag(1021338) # Initialize MoGraph selection tag
    i = 0 # Initialize iteration variable
    generators = { # MoGraph generators dictionary
        'Cloner':           1018544,   
        'Matrix':           1018545,   
        'Fracture':         1018791,   
        'MoSpline':         440000054, 
        'MoInstance':       1018957,   
        'Voronoi Fracture': 1036557,   
        'MoText':           1019268,   
        'MoExtrude':        1019358,   
        'PolyFX':           1019222,
    }
    for x in tags: # Loop through tags
        if x.GetType() == 1021338: # If tag is MoGraph selection tag
            plain = c4d.BaseObject(1021337) # Initialize plain effector
            plain[c4d.ID_MG_BASEEFFECTOR_SELECTION] = x.GetName() # Set MoGraph selection tag to plain effector selection
            doc.InsertObject(plain) # Insert plain effector
            doc.AddUndo(c4d.UNDOTYPE_NEW, plain) # Add undo command for inserting plain effector to document
            effList = c4d.InExcludeData() # Initialize effector list
            if obj.GetType() == generators['MoText']: # If object is MoText
                effList = obj[c4d.MGTEXTOBJECT_EFFECTORLIST_CHAR] # Clone generator's effector lsit
                effList.InsertObject(plain,1) # Add plain effector to effector list
                obj[c4d.MGTEXTOBJECT_EFFECTORLIST_CHAR] = effList # Set updated effector list
            elif obj.GetType() == generators['Voronoi Fracture']: # If object is Voronoi Fracture
                effList = obj[c4d.ID_MG_VF_MOTIONGENERATOR_EFFECTORLIST]
                effList.InsertObject(plain,1)
                obj[c4d.ID_MG_VF_MOTIONGENERATOR_EFFECTORLIST] = effList
            elif obj.GetType() == generators['MoSpline']: # If object is MoSpline
                effList = obj[c4d.MGMOSPLINEOBJECT_EFFECTORLIST]
                effList.InsertObject(plain,1)
                obj[c4d.MGMOSPLINEOBJECT_EFFECTORLIST] = effList
            else: # If object is any else MoGraph generator
                effList = obj[c4d.ID_MG_MOTIONGENERATOR_EFFECTORLIST]
                effList.InsertObject(plain,1)
                obj[c4d.ID_MG_MOTIONGENERATOR_EFFECTORLIST] = effList
            i = i + 1 # Increase iteration variable value by one
def main():

    activeObjects = doc.GetActiveObjects(c4d.GETACTIVEOBJECTFLAGS_0)
    if len(activeObjects) <= 1:
        return

    lodObject = doc.GetTargetObject()
    if lodObject.GetType() != c4d.Olod:
        return

    lodObject[c4d.LOD_MODE] = c4d.LOD_MODE_MANUAL_GROUPS
    lodObject[c4d.LOD_CRITERIA] = c4d.LOD_CRITERIA_MANUAL
    lodObject[c4d.LOD_LEVEL_COUNT_DYN] = len(activeObjects) - 1

    for level, object in enumerate(activeObjects):

        if object == lodObject:
            continue

        # make object a child object of the LOD object
        object.Remove()
        doc.InsertObject(object, lodObject)

        # insert object into "Objects" list of the given level

        listID = lodObject.GetManualModeObjectListDescID(level)
        if listID is not None:
            # create InEx data
            inExData = c4d.InExcludeData()
            if inExData is not None:
                # insert object into list
                inExData.InsertObject(object, 1)
                # set parameter
                lodObject[listID] = inExData

    c4d.EventAdd()
Пример #9
0
def main():
    # ------------------------------------------------------

    # get original obj list
    obj_list_origin = get_allObjs(doc.GetFirstObject())

    # ------------------------------------------------------

    # load external alembic
    load_dlg = c4d.storage.LoadDialog(type=c4d.FILESELECTTYPE_ANYTHING,
                                      title="",
                                      flags=c4d.FILESELECT_LOAD,
                                      force_suffix="",
                                      def_path="",
                                      def_file="")
    if not load_dlg:
        return
    c4d.documents.MergeDocument(
        doc, load_dlg, c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS,
        None)

    # loop elements to organize new alembic objs
    obj = doc.GetFirstObject()
    obj_loop = True
    obj_list = [obj]
    # abc objs loop iterations
    while obj_loop:
        obj = obj.GetNext()
        if obj.GetType() == OBJ_ABC_GENERATOR:
            obj_list.append(obj)
        else:
            obj_loop = False

    # move all abc objs into a main parent null
    null = c4d.BaseObject(c4d.Onull)
    null_name = load_dlg.split('\\')
    null_name = null_name[-1]
    null_name = null_name.split('.')
    null[c4d.ID_BASELIST_NAME] = null_name[0]
    null.InsertBefore(obj_list[0])
    null.SetBit(c4d.BIT_ACTIVE)

    for obj in obj_list:
        obj.InsertUnderLast(null)

    main_geo = doc.SearchObject('_geo_')
    if main_geo:
        null.InsertUnder(main_geo)

    # make obj list with children
    obj_list = get_allObjs(null)
    for obj in obj_list_origin:
        if obj in obj_list:
            obj_list.remove(obj)
        else:
            continue

    # ------------------------------------------------------
    # import external documents

    # import materials and layers
    c4d.documents.MergeDocument(
        doc, tree_document_materials,
        c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS, None)
    obj_mat = doc.SearchObject('Materials_Arbol')  # find new object
    obj_mat.Remove()  # delete null obj

    # import eyes lights rig
    c4d.documents.MergeDocument(
        doc, tree_document_eyeslightrig,
        c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS, None)
    obj_eyes_lighstrig = doc.SearchObject('Eyes Rig')  # find new object
    main_lights = doc.SearchObject('_lights_')  # find main lights group
    if main_lights:
        obj_eyes_lighstrig.InsertUnder(
            main_lights)  # insert eyes lights rig inside main light group

    # ------------------------------------------------------

    # get layer
    layer = find_layer(tree_layer_objs)
    if not layer:
        return

    layer_mats = find_layer(tree_layer_mats)
    if not layer:
        gui.MessageDialog(
            'this scene does not have the needed material layer.')
        return
    # get mats
    mats = doc.GetMaterials()
    mats_character = []
    for mat in mats:
        if mat[c4d.ID_LAYER_LINK]:
            if mat[c4d.ID_LAYER_LINK].GetName() == tree_layer_mats:
                mats_character.append(mat)

    # ------------------------------------------------------

    # add eyes geometries into eyes lights rig
    tree_eye_r = make_editable(doc.SearchObject('R_XmasTree_eye'))
    tree_eye_l = make_editable(doc.SearchObject('L_XmasTree_eye'))
    obj_eyes_lighstrig[c4d.ID_USERDATA, 3] = tree_eye_r  # add right eye
    obj_eyes_lighstrig[c4d.ID_USERDATA, 6] = tree_eye_l  # add left eye

    # add geometries into include light lists
    lightR_InEx = c4d.InExcludeData()
    lightR_InEx.InsertObject(tree_eye_r, 1)
    lightL_InEx = c4d.InExcludeData()
    lightL_InEx.InsertObject(tree_eye_l, 1)
    light_eye_R = doc.SearchObject('Eye R - Disc Light')
    light_eye_L = doc.SearchObject('Eye L - Disc Light')
    light_eye_R[c4d.REDSHIFT_LIGHT_EXCLUSION_LIST] = lightR_InEx
    light_eye_L[c4d.REDSHIFT_LIGHT_EXCLUSION_LIST] = lightL_InEx

    # ------------------------------------------------------

    # import tags from external document *delete them in child ops
    c4d.documents.MergeDocument(
        doc, tree_document_tags,
        c4d.SCENEFILTER_OBJECTS | c4d.SCENEFILTER_MATERIALS, None)
    obj_tag_eyes = doc.SearchObject('R_XmasTree_eye_tags')
    obj_tag_tongue = doc.SearchObject('XmasTree_tongue_tags')
    obj_tag_body = doc.SearchObject('XmasTree_body_tags')

    # ------------------------------------------------------

    # add all objs in layer
    for obj in obj_list:
        obj[c4d.ID_LAYER_LINK] = layer

    # ------------------------------------------------------

    # main parent commands
    main_parent = null
    add_redshift_tag(main_parent, layer, True, True, 1, 3, 0, 0, 0, 0, 0, 0, 1,
                     30)  # add main redshift tag
    obj_list.remove(null)  # remove main parent from obj list

    # ------------------------------------------------------

    # add_redshift_tag(obj,layer,geometry,tessellation,tess_min,tess_max,displacement,dis_max,dis_scale,dis_autobump,reference,ref_source,obj_id,obj_id_value) # add redshift tag

    # ------------------------------------------------------

    # children ops
    for obj in obj_list:
        if obj.GetName() == tree_nameslist[0]:  # R_XmasTree_eyelid_top
            display_color(obj, tree_color_blue)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[5]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Body
            add_redshift_tag(obj, layer, True, True, 0, 3, True, 1, 1, False,
                             True, TAG_REDSHIFT_REFERENCE_SNAPSHOT, False,
                             False)  # add redshift tag

        elif obj.GetName() == tree_nameslist[1]:  # R_XmasTree_eyelid_botton
            display_color(obj, tree_color_blue)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[5]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Body
            add_redshift_tag(obj, layer, True, True, 0, 3, True, 1, 1, False,
                             True, TAG_REDSHIFT_REFERENCE_SNAPSHOT, False,
                             False)  # add redshift tag

        elif obj.GetName() == tree_nameslist[2]:  # R_XmasTree_eye
            #display_color(obj,tree_color_white) # display color
            tag = tag_copy(obj_tag_eyes, c4d.Tpolygonselection,
                           obj)  # copy polygon selection tags
            addTexTag(obj, layer,
                      find_mat(mats_character,
                               tree_matslist[3]), TAG_TEXTURE_PROJECTION_UVW,
                      tag.GetName())  # add material - Tree_Eye
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[4]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Iris
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, 0,
                             0)  # add redshift tag

        elif obj.GetName() == tree_nameslist[3]:  # L_XmasTree_eyelid_top
            display_color(obj, tree_color_blue)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[5]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Body
            add_redshift_tag(obj, layer, True, True, 0, 3, True, 1, 1, False,
                             True, TAG_REDSHIFT_REFERENCE_SNAPSHOT, False,
                             False)  # add redshift tag

        elif obj.GetName() == tree_nameslist[4]:  # L_XmasTree_eyelid_botton
            display_color(obj, tree_color_blue)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[5]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Body
            add_redshift_tag(obj, layer, True, True, 0, 3, True, 1, 1, False,
                             True, TAG_REDSHIFT_REFERENCE_SNAPSHOT, False,
                             False)  # add redshift tag

        elif obj.GetName() == tree_nameslist[5]:  # L_XmasTree_eye
            #display_color(obj,tree_color_white) # display color
            tag = tag_copy(obj_tag_eyes, c4d.Tpolygonselection,
                           obj)  # copy polygon selection tags
            obj_tag_eyes.Remove()
            addTexTag(obj, layer,
                      find_mat(mats_character,
                               tree_matslist[3]), TAG_TEXTURE_PROJECTION_UVW,
                      tag.GetName())  # add material - Tree_Eye
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[4]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Iris
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, 0,
                             0)  # add redshift tag

        elif obj.GetName() == tree_nameslist[6]:  # XmasTree_tongue
            obj = make_editable(obj)
            display_color(obj, tree_color_blue)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[2]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Tongue
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             32)  # add redshift tag
            tag_copy(obj_tag_tongue, c4d.Tvertexmap,
                     obj)  # copy polygon selection tags

        elif obj.GetName() == tree_nameslist[7]:  # XmasTree_teeths
            display_color(obj, tree_color_white)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[1]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Teeths
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, 0,
                             0)  # add redshift tag

        elif obj.GetName() == tree_nameslist[8]:  # XmasTree_legs
            display_color(obj, tree_color_blue)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[5]),
                      TAG_TEXTURE_PROJECTION_SPHERICAL,
                      '')  # add material - Tree_Body
            add_redshift_tag(obj, layer, True, True, 0, 3, True, 1, 1, False,
                             True, TAG_REDSHIFT_REFERENCE_SNAPSHOT, False,
                             False)  # add redshift tag

        elif obj.GetName() == tree_nameslist[9]:  # XmasTree_top_2
            display_color(obj, tree_color_lime)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[0]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Ribbon and Gloves Cloth
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             31)  # add redshift tag

        elif obj.GetName() == tree_nameslist[10]:  # XmasTree_top_1
            display_color(obj, tree_color_lime)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[0]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Ribbon and Gloves Cloth
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             31)  # add redshift tag

        elif obj.GetName() == tree_nameslist[11]:  # XmasTree_band
            display_color(obj, tree_color_lime)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[0]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Ribbon and Gloves Cloth
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             31)  # add redshift tag

        elif obj.GetName() == tree_nameslist[12]:  # XmasTree_Knot_3
            display_color(obj, tree_color_lime)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[0]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Ribbon and Gloves Cloth
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             31)  # add redshift tag

        elif obj.GetName() == tree_nameslist[13]:  # XmasTree_Knot_2
            display_color(obj, tree_color_lime)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[0]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Ribbon and Gloves Cloth
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             31)  # add redshift tag

        elif obj.GetName() == tree_nameslist[14]:  # XmasTree_Knot_1
            display_color(obj, tree_color_lime)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[0]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Ribbon and Gloves Cloth
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             31)  # add redshift tag

        elif obj.GetName() == tree_nameslist[15]:  # XmasTree_gloves
            display_color(obj, tree_color_lime)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[0]),
                      TAG_TEXTURE_PROJECTION_UVW,
                      '')  # add material - Tree_Ribbon and Gloves Cloth
            add_redshift_tag(obj, layer, 0, 0, 0, 0, 0, 0, 0, 0, True,
                             TAG_REDSHIFT_REFERENCE_SNAPSHOT, True,
                             31)  # add redshift tag

        elif obj.GetName() == tree_nameslist[16]:  # XmasTree_body
            obj = make_editable(obj)
            display_color(obj, tree_color_blue)  # display color
            addTexTag(obj, layer, find_mat(mats_character, tree_matslist[5]),
                      TAG_TEXTURE_PROJECTION_SPHERICAL,
                      '')  # add material - Tree_Body
            add_redshift_tag(obj, layer, True, True, 0, 3, True, 1, 1, False,
                             True, TAG_REDSHIFT_REFERENCE_SNAPSHOT, 0,
                             0)  # add redshift tag
            tag_copy(obj_tag_body, c4d.Tvertexmap,
                     obj)  # copy polygon selection tags

        else:
            None

    # ------------------------------------------------------

    # remove imported objects
    obj_tag_tongue.Remove()
    obj_tag_body.Remove()

    # ------------------------------------------------------

    c4d.EventAdd()

    print 'Tree imported successfully.'