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On 29/06/2004 at 09:18, xxxxxxxx wrote:
Cinema 4D Version: 8.500
Platform: Windows ;
Language(s) : C++ ;
I want to do a plugin generator with two input splines like e. g. c4d's Sweep Nurbs. What ist the best way to do this? Any tips are highly appreciated as I feel a bit lost at the moment.
1. I don't know wether I should get the the input splines via GetAndCheckHierarchyClone() or via GetVirtualLineObject() as in Triangulate.cpp. Where are the differences? I thought one has to use GetHierarchyClone to retrieve a scene object. And:
2. Let's say I would want to rebuild the sweep nurbs functionality. Should I use SplineObjects to retrieve the resulting polys point positions from or better LineObjects. The c4d nurbs objects use LineObjects, I think, correct?
3. What's the best method to check, wether my input objects are Splines or SplinePrimitives? instanceof()? BaseList()->GetInfo()?. Or is it safe enough to rely on GetRealSpline() returning NULL when called with a non spline object?
And a last question:
4. If I use LineObjects, I cannot use GetSplineTangent(), correct? Do I have to rebuild this function myself to work with LineObjects?
Thanx you all very much for your help in advance,
On 30/06/2004 at 21:20, xxxxxxxx wrote:
1. It's probably easiest to use GetVirtualLineObject() since it's a convenience function for exactly what you're trying to do.
2. Use LineObjects if you want the spline subdivision to determine the subdivision of your generated object. Use SplineObject if you want to determine the subdivision yourself and/or needs the tangent.
3. GetRealSpline() should be safe. I use it myself in MSA. Just note that the matrix of the returned object cannot be used.
On 01/07/2004 at 00:03, xxxxxxxx wrote:
Thanx Mikael for clearing this up. cheers mnu