THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/06/2005 at 00:22, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.503
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
---------
This is sort of complex and a solution doesn't seem apparent.
I have a set of XYZ-ordered (meaning that rotation order is important) rotation keys, but the rotation axes are split (can be animated or not individually). These correspond to fixed-bone rotations. When setting static poses, the rotations are concatenated into a Matrix in the specified order, post-multiplied by the fixed-bone rotation HPB matrix, and set to the bone's Global Matrix. This has been the only way to go from XYZ-ordered to HPB rotations in the fixed-bone hierarchy.
The same procedure appears to be needed for setting up the animation keys, but this proves to be difficult since Cinema 4D's Rotation keys are Local Matrix based. If you can see where this is going, then you see the problem. Easy enough to set the Global Matrix as usual (even for an individually rotated axis), but the resulting Local Rotation Vector will contain a set of corresponding rotations to accomplish the single-axis XYZ-ordered rotation. Ain't no way to set AnimValue->value = obj->GetRot(), now is there?!
Any clever suggestions???