Camera Dependant button problem



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/03/2004 at 18:46, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.500 
    Platform:    Mac  ;  Mac OSX  ; 
    Language(s) :     C++  ;

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    Howdy,

    I've created an IKRP Solver expression tag that works with Cinema 4D's built in IK expression tag and while testing the plug-in to be sure all the bases are covered, I noticed an annoying little bug when the "Camera Dependent" button is enabled. If I rotate, zoom or move the view the bone chain jumps out of position and hangs there until either another object is clicked on, or the animation frame is advanced or any of the tool icons are clicked on. This doesn't happen at all if the animation player is running or if the IK expression tag also has its Camera Dependent button enabled. The Solver expression is placed on a bone higher up in the chain. Under normal use the Camera Dependent button should not be enabled, in fact, it's set to off when the tag initializes, but I'd like to solve this problem just in case the user clicks on the button.

    I'm not quite sure of the best direction to take to try to solve this little bug. Should the button just be disabled, should the button be set automatically acording to what the button is set to in the IK expression, or is there a function that could be called from the tag to refresh the scene?

    Thanks in advance for any help. By the way, what is the Camera Dependent button's use?

    Adios,
    Cactus Dan



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/04/2004 at 23:44, xxxxxxxx wrote:

    I'd just leave it as it is, or hide the button if you don't trust your users. (Make sure to mention the problem in the manual, of course, if you choose the former.)
    Generally, messing with the camera dependent button (which means just what it says, namely that the expressions needs to be evaluated when the camera moves; think of a point-towards-the-camera expression) can be expected to produce redraw problems when moving the camera.


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