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On 18/03/2005 at 09:44, xxxxxxxx wrote:
Cinema 4D Version: 8.2+
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
While in Point editing mode, is it possible to change the normal brown color of a set of points that are stored in my tag, to maybe green or red so that the user can see which points are stored in the tag?
Or is it even possible to shade the polygons according to the points stored in the tag, sort of like the Vertex Map tag or CB tag shades the polygons of the object when the tag is selected?
I don't see anything in the SDK doc's that might suggest it to be possible and I really wouldn't know what to look for anyway. I did a search here on the forum using vertex, map and point color, but also found nothing.
On 19/03/2005 at 04:53, xxxxxxxx wrote:
OK, with help from Geespot, I realize now that an object's points are actually handles and BaseDraw provides drawing functions for handles, so I have something that works, now.
On 19/03/2005 at 09:16, xxxxxxxx wrote:
yes, you must draw HANDLES (object´s points are still a bit different but at least visibly the same).
The only other way I know of is in a tool plugin where you can use the ControlDisplayStruct to change vertex and shading colors (Claude Bonet & Co are using this).
On 19/03/2005 at 17:38, xxxxxxxx wrote:
Yeah I also found the ControlDisplayStruct, but since I'm trying to do this from a tag, I reckon I can't use that.
On 20/03/2005 at 06:36, xxxxxxxx wrote:
Well, one problem I discovered with using Handle3D in the Draw function is that in R9 if "Deformed Editing" is enabled in the configuration, and the mesh is deformed by a bone, the handles are drawn in the undeformed position of the points.
There must be a better way of showing which points are stored in the tag.
Any alternative ideas?
On 20/03/2005 at 07:09, xxxxxxxx wrote:
As you are in a tag, the first thing comin to my mind you can do, is calling a SendModelingCommand with CurrentStateToObject on the object to get the deformed mesh. Then you can use the points of it.
On 20/03/2005 at 08:04, xxxxxxxx wrote:
Thanks for the suggestion, Samir. I tried that before but it didn't work right if the polygon mesh was in this type of hierarchy:
Boned Cage (null object)
-Mesh (polygon object)
CurrentStateToObject in this case returned the undeformed mesh, but CurrentStateToObject on the Null object returned the deformed mesh.
The only problem is I won't know what kind of hierarchy setup the user has. It could be a big problem if the hierarchy was set up like this:
Boned Cage (null object)
-Body (polygon object)
-Head (polygon object)
In this case CurrentStateToObject on the Null object would return an object that was a combination of the head and body, and that would be a whole new points array.