Coordinates of Bone tip and root

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On 17/02/2004 at 07:08, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   8.200 
Platform:      
Language(s) :   C.O.F.F.E.E  ;   XPRESSO  ;

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Hello!

Is it possible to retrieve the coordinates of the tip and the root of a bone with COFFEE?

Thanks

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On 18/02/2004 at 04:32, xxxxxxxx wrote:

I found out that the coordinates of the root corresponds to the value retrieved from the GetPosition() function. Can someone tell me how to calc. the coordinates of the tip?

Thanks

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On 19/02/2004 at 19:25, xxxxxxxx wrote:

Bones extend along the Z axis, so just get the length and go that distance along the Z axis:

    
    
    Matrix m = obj->GetMg(); // Or GetMl() for the local coordinates  
    Real length = obj->GetDataInstance()->GetReal(BONEOBJECT_LENGTH);  
    Vector tip = m.off + !m.v3 * length;

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On 19/02/2004 at 19:26, xxxxxxxx wrote:

(Come to think of it, perhaps that ! for normalization shouldn't be there. I haven't checked if a bone with deformed coordinates axes calculates its length with the normalized or unnormalized axes.)

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On 20/02/2004 at 01:03, xxxxxxxx wrote:

Thanks Mikael! Let me know if you have any info about the normalisation

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On 20/02/2004 at 01:49, xxxxxxxx wrote:

Hmm...

//snippet

var m = obj->GetMG();

println(m.off); //creates a sytax error!!

I think this member only exist in C++. Do you have an equivalent in COFFEE for me?

Thanks

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On 22/02/2004 at 17:17, xxxxxxxx wrote:

In C.O.F.F.E.E. that would be m->GetV0() and m->GetV3(), ! would be vnorm().

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On 22/02/2004 at 17:19, xxxxxxxx wrote:

Normalization would be easy to find out. Just test it with a bone that you have scaled (using the animation tool, not the model tool) and see which one works. (The one with vnorm()/! or the one without.)