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On 22/07/2003 at 06:11, xxxxxxxx wrote:
Cinema 4D Version: 8.100
Language(s) : C.O.F.F.E.E ;
i want to export the camera target...
with cinema 7 it works fine, with 8 i get a NIL object ?!
here the snippet:
// CAM TARGET
var objTag = pObject->GetFirstTag();
while(objTag != NULL)
var objClass = getclass(objTag);
if (objClass == TargetExpressionTag)
// TARGET NAME
var targetContainer = objTag->GetContainer();
var strTargetName = targetContainer->GetData(TARGETEXPRESSIONTAG_NAME);
println("camtargetame: ", strTargetName);
var tmpObject = g_pDoc->GetFirstObject();
while(tmpObject != NULL)
var strTmpName = tmpObject->GetName();
if ( 0 == strcmp(strTargetName, strTmpName) )
// TARGET POSITION
var vecTargetPos = tmpObject->GetPosition();
println("camtargetpos: ", vecTargetPos);
tmpObject = tmpObject->GetNext();
objTag = objTag->GetNext();
On 23/07/2003 at 06:56, xxxxxxxx wrote:
in R8 the target object is not a string anymore but a BaseLink. And baselinks are unfortunately not accessible anymore in R8 via COFFEE.
Either you switch to C++ or you will need to wait for an updated COFFEE SDK (or somebody writes a plugin that allows to pass the baselink to COFFEE - I even remember somebody actually is working on such a plugin).
There is no workaround for this afaik.
On 24/07/2003 at 14:35, xxxxxxxx wrote:
and how to get the "up" vector from the camera ?
On 24/07/2003 at 15:40, xxxxxxxx wrote:
what do you mean by "up" vector? The rotations of the camera can be accessed just as any other object rotations with GetRotation or u use the local/global matrix of the object for the rotation values.
See the COFFEE docs for more information. (And maybe a good book about OOP
On 24/07/2003 at 18:03, xxxxxxxx wrote:
i am coding an exporter for my d3d9 engine...
and there, the camera has an "eye" (cam-pos), "lookat" (cam-targetpos) and
"up" (?) vector... opengl also has those 3 vectors...
so my question is how to get that "up" vector out of cinema.
On 25/07/2003 at 11:26, xxxxxxxx wrote:
Get the matrix of the camera object. It sounds like:
var mat = cam->GetMg();
eye = mat->GetV0();
lookat = mat->GetV3(); // Z axis
up = mat->GetV2(); // Y axis
I assume that D3D doesn't store the X axis vector since it's always Y x Z.