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On 09/09/2005 at 17:02, xxxxxxxx wrote:
User Information: Cinema 4D Version: 9.102 Platform: Mac ; Language(s) : C.O.F.F.E.E ;
--------- A problem that makes me go round in circles. To get an even movement on a regular spline I use "UniformTonatural" option. It works fine like this: <CODE>var type1 = OBJ1->GetType(); // Is Spline if ( type1 == 5101) { println("OBJ1 Is Spline"); OBJ1->InitLength(0 ); var spos1 = OBJ1->GetSplinePoint(OBJ1->UniformTonatural(POS1) , 0);
op->SetPosition(OBJ1->GetMg()->GetMulP(spos1)); OBJ1->FreeLength();
} else </CODE>
I can not for the life of me get the same thing to happen when using a PrimitiveSpline, like Rectangle, Cogwheel etc. The same principle as with a regular spline doesn't seem to apply. I got it working with the default function, that is, it moves slow in the corners and fast on straighter parts. Like this(InitLength and FreeLength are commented here).
<CODE>/// Is Primitive Spline if ((type1>5174 && type1<5190)) { println("OBJ1 Is PrimitiveSpline"); //OBJ1->GetSplineObject()->InitLength(0);
var spos1 = OBJ1->GetSplineObject()->GetSplinePoint(POS1 ,0); // <<How to implement UniformTonatural here?? op->SetPosition(OBJ1->GetMg()->GetMulP(spos1)); //OBJ1->GetSplineObject()->FreeLength(); } else</CODE> I've tried all possible settings and combination based on the previous example I can think of, but no go.... Any input is most welcome.
Cheers Lennart
PS UniformTonatural doesn't get spelled correctly when posting it. It is spelled correct in my code with a big "N". DS
On 10/09/2005 at 13:53, xxxxxxxx wrote:
Not to make another cliffhanger with no answer/solution, I got this working with the help of mdme_Sadie and JDP over at CGTalk. ////// var myspline=OBJ1->GetSplineObject(); if (!myspline) return FALSE;
if (!myspline->InitLength(0)) return FALSE;
var pos=myspline->GetSplinePoint(0.5,0); ///// as well as: ////// var op = OBJ1->GetSplineObject(); op->InitLength(0); ///////