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On 18/06/2003 at 12:27, xxxxxxxx wrote:
Cinema 4D Version: 8.100
Language(s) : C++ ;
---------Is there a way to detect what frame number is being rendered, during rendering?
On 19/06/2003 at 03:43, xxxxxxxx wrote:
vps->time.GetFrame(vps->fps); should work I guess...
On 19/06/2003 at 04:10, xxxxxxxx wrote:
What type of object is vps, a Basetime class?
On 19/06/2003 at 04:16, xxxxxxxx wrote:
V ideo P ost S truct
On 19/06/2003 at 11:55, xxxxxxxx wrote:
you are welcome!
On 19/06/2003 at 13:06, xxxxxxxx wrote:
Thanks, I haven't gotten a chance to try it yet.
On 22/06/2003 at 13:59, xxxxxxxx wrote:
I am not sure how to use a VideoPostStruct, how would I initialize it?
On 24/06/2003 at 12:21, xxxxxxxx wrote:
You don't need to. C4D will always do it for you. Just access its members.
On 24/06/2003 at 13:12, xxxxxxxx wrote:
So are you saying all I need to do is:
And that will tell me which frame is being rendered?
On 24/06/2003 at 13:17, xxxxxxxx wrote:
No, the VideoPoststruct is passed (and filled by Cinema 4D) by the corresponding functions that you then can access.
The videopoststruct does only make sense (well, there might be exclusive situations) if you want to write a videopost plugin. And if you do so you can use i.e. the Execute function from the VideoPostData that will pass a valid Videopoststruct pointer and you can then access its members.
Please have a look at the Videopost examples in the project files and in the VideoPostData Class in the SDK Documentation for more information.
On 24/06/2003 at 13:27, xxxxxxxx wrote:
Thanks Samir! Here is another question then. If I am creating a plugin that is not a VideoPost plugin then I will have to create my plugin and a VideoPost plugin and register them both right? Then once I register it I and call the Execute function I will be able to access the members in the VideoPostStruct returned. I was just looking to do it all with out having to create what would be equivalent to two plugins.