I'm curious and nobody yet could answer me (even Donovan Keith doesn't know) - how to make a tag which can be used as a vertex map where the usual vertex map is applicable? Yeah, you can modify an existing map for sure, but it's not the way I wish to go
Is it possible?
Solved TagData plugin to "return" Vertex map?
hi,
even if you can drag any object on the VertexMap Shader (witch is kind of a bug), in the Output
function it will check if it's a VertexColor or a VertexMap.
if (mTag && (mTag->IsInstanceOf(Tvertexcolor) || mTag->IsInstanceOf(Tvertexmap)))
For other case it does nothing.
I don't see the benefice of creating a generator ? What's your idea ?
But VertexMap shader is one case where it's not going to work, i didn't checked other cases.
Cheers,
Manuel
MAXON SDK Specialist
Hi,
unfortunately this is not possible, at least in the classic API. But I agree, that it can result in some rather clunky interface design when you want to generate VariableTag
data problematically. With the maxon
API there are mesh attributes and the CustomDataTag
type which are somewhat the replacement and abstraction of VariableTag
and also can be implemented by plugin authors (on the C++ side), but I think that they cannot act in place of a vertex map tag (yet).
Cheers,
zipit
MAXON SDK Specialist
developers.maxon.net
hi,
For your next threads, please help us keeping things organised and clean. I know it's not your priority but it really simplify our work here.
- Q&A New Functionality.
- How to Post Questions especially the tagging part.
I've added the tags and marked this thread as a question so when you considered it as solved, please change the state
To answer your question this is not possible. For example the Shader where you drag and drop the vertex map (or the color vertex tag) is checking the type of the object you are dragging. So you will not be able to drag your own.
The way to go is to have a link to a vertex map and update it.
Cheers,
Manuel
MAXON SDK Specialist
Oh, that's sad..
Thanks for answers
Does this extrapolates to all the aspects? For instance, can I make a generator/deformer which would "return" PointObject?
Sorry I forgot tags
@intenditore said in TagData plugin to "return" Vertex map?:
Oh, that's sad..
Thanks for answers
Does this extrapolates to all the aspects? For instance, can I make a generator/deformer which would "return" PolygonObject?
Hi,
generators and deformers are the same plugin type (ObjectData
). I am not quite sure what your question is. A generator, i.e. an ObjectData
plugin which has been registered with the flag OBJECT_GENERATOR
has to overwrite GetVirtualObjects
(for returning polygon data) or GetContour
(for returning spline data). When an ObjectData
plugin is registered with OBJECT_MODIFIER
, you have to overwrite one of the Modify
methods to modify whatever you want to modify. While you can technically register a plugin with multiple flags, I somehow doubt that Cinema will allow you to let an object act both as a deformer and a generator at the same time. But I haven't tried.
Cheers,
zipit
MAXON SDK Specialist
developers.maxon.net
hi,
even if you can drag any object on the VertexMap Shader (witch is kind of a bug), in the Output
function it will check if it's a VertexColor or a VertexMap.
if (mTag && (mTag->IsInstanceOf(Tvertexcolor) || mTag->IsInstanceOf(Tvertexmap)))
For other case it does nothing.
I don't see the benefice of creating a generator ? What's your idea ?
But VertexMap shader is one case where it's not going to work, i didn't checked other cases.
Cheers,
Manuel
MAXON SDK Specialist
@m_magalhaes said in TagData plugin to "return" Vertex map?:
I don't see the benefice of creating a generator ? What's your idea ?
actually it was another idea with the same concept behind - I wanted to make kingda "edit poly" modifier, so generator must have been behaving like a poly object. But now I see it's not possible...
Thanks for all the help!