THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/03/2003 at 10:06, xxxxxxxx wrote:
Hi,
Glad to help!
If you're new to C++ as you say then you'll find life much easier with a decent IDE to help you out.
The Dev-C++ IDE (and associatied compiler) is very good (and free!) if you want to do general C++ work.
Unfortunately, for C4D plugins specifically, you have to use VC++ because as of R8, Maxon have used a 'feature' of VC++ which it seems no other compiler supports.
This is a real pain, because I would much rather not use VC++ if I can help it, for various reasons.
No, the plugin isn't a secret, and since you asked:
It's called 'powerAxis', and it gives you very flexible control over the position and orientation of the axes for both objects and modelling operations on point/edge/poly selections. This makes a lot of modelling tasks that are very difficult to do accurately in C4D much easier and faster.
Normally in C4D, point/edge/poly selections are always scaled and rotated around the centre of the bounding box containing the selection. 'powerAxis' lets you decide for yourself where you would like the axes to be.
As an example of how bad things can be with the standard axis behaviour in C4D, try this:-
1. Create a tetrahedron, make it editable, and look at it in front view.
2. Switch to poly mode and select the front (triangular) face.
3. Rotate the poly about 30 degrees anticlockwise in the plane of the screen. Note that although all you've done is a rotation - the position of the modelling axes origin has jumped!
4. Rotate the poly back 30 degrees clockwise. Again the axes origin position jumps.
At the end of this, you'll find that as a result of performing a simple rotation, then rotating back again, that the polygon is no longer where it started, and the tetrahedron is distorted...
'powerAxis' can prevent this kind of thing by letting you choose where you want the axes to stay.
Another example: Suppose you have a cube, and you'd like to unfold the polygons using the edges as hinge axes. Normally, if you select one of the faces, and then try to rotate it, it will rotate around its centre. This means that you have to rotate it, then manually translate it back into position which is messy.
With 'powerAxis' you can select e.g. an edge, then click a button. The modelling axis will then jump to that edge. Now you can make a completely new selection (and the modelling axis will stay where you put it), any rotation or scaling that you now apply will be around the place you chose.
It's basically all working, I've just got to tidy some things up and do all the little things that take ages (icons, documentation, web page, etc...)
Anyway, that's probably more than enough plugging from me...
Cheers - Steve