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On 19/02/2003 at 10:17, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.012
Platform: Mac OSX ;
Language(s) : C++ ;
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I'm still learning all this 3d stuff so everyone's help is greatly appreciated!
Is there any way to get local UV coordinates (texture verts or texture faces ) on a per vertex basis vs. the UVW global positions that are coming from the C4D API?:
<CODE>
UVWTag* theUVWTag = ( UVWTag* )inNode->GetTag( UVWStruct theUVVertCoord = theUVWTag->Get( PolyIndex );
</CODE>
From what I've seen and am used to is the ability to get TexterVerts (sometimes in an .obj and .3ds) that contains local UV values and then an index array of what polygon verticies are associated to each value... many times the number of texture verts could be higher than the number of verts in a poly mesh because each vert will contain UV values for adjacent poly faces.
What i've done in say, 3DS SDK or Maya SDK:
<CODE>
thePolyMesh->GetTextureVerts( *UVIndexArray );
for( long i = 0; i < thePolyMesh->TextureVertCount; i++ )
{
theUVCoords[theUVVert].m_U = thePolyMesh[ theUVVert ].x;
theUVCoords[theUVVert].m_V = thePolyMesh[ theUVVert ].y;
}
</CODE>
this essentually builds an array "theUVCorods" that contain local UV coords per-vertex..
then later per face, the api can address which texture vert is associated to the vertex.
did i explain it correctly? It seems that on VolumeData, there is something called GetDU/DV.. but does this happen for regular polygon objects?
Thanks to anyone that can shed light on this!