Identify a track



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 14/07/2003 at 16:22, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.100 
    Platform:   Windows  ; Mac  ;  
    Language(s) :   C.O.F.F.E.E  ;  C++  ;

    ---------
    from inside a tags execute funtion
    im looking through the main objects tracks.
    im going through them in sequence and id like to fond out what each track is doing.
    for example  ,id like to be able to tell if a track is part of a Vector and if so , if its part of move , scale or rotate.
    thanks in advance for any help



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 24/07/2003 at 19:06, xxxxxxxx wrote:

    hi paul...
    here an example for the postion track:
       // EYEPOSSAMPLES
       var trEyePos = pObject->GetFirstTrack();
       while(trEyePos != NULL)
       {
        var objClass = getclass(trEyePos);
        if (objClass == PositionTrack)
        {
         WriteChunk(CHUNK_LIGHT_EYE_MOVEMENT);
         println("has position track");
         var seqEyePos = trEyePos->GetFirstSequence();
         while(seqEyePos != NULL)
         {
          var iKeyCounter = 0;
          var keyKey = seqEyePos->GetFirstKey();
          while(keyKey != NULL)
          {
           iKeyCounter++;
           keyKey = keyKey->GetNext();
          }
          println("has position keys: ", iKeyCounter);
          g_pFile->WriteLong(iKeyCounter);
          keyKey = seqEyePos->GetFirstKey();
          while(keyKey != NULL)
          {
           var timeTime = keyKey->GetTime();
           var fSecond = timeTime->GetSecond();
           var vecVector = keyKey->GetP();
    //       println("time: ", fSecond, vecVector);
           g_pFile->WriteReal(fSecond);
           g_pFile->WriteReal(vecVector.x);
           g_pFile->WriteReal(vecVector.y);
           g_pFile->WriteReal(vecVector.z);
           keyKey = keyKey->GetNext();
          }

    seqEyePos = seqEyePos->GetNext();
         }
        }
        trEyePos = trEyePos->GetNext();
       }


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