Greetings to all.
I am interested in implementing some different cage mesh algorithms for C4D. In essence, I would like to replicate the behavior of the built-in Mesh object, which allows you to drag and drop an object into an in/exclude list and initialize the mesh deformer against that geometry.
What I'm not quite sure of is what the prescribed method should be for accessing the deform cache of another object under my own deformer's ModifyObject() method. Should I simply call GetDeformCache() on each object that I'm calculating my deformations against? Or is there some other technique that I should be using instead? I guess what I'd really like to know is how the Mesh deformer does it, since it seems to work pretty well and in a relatively foolproof manner.