AnimateObject on Deformed Objects

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On 26/11/2005 at 08:50, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   8.2  
Platform:   Windows  ; Mac  ;  Mac OSX  ; 
Language(s) :     C++  ;

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Hi All,

I need to know the points coordinate of an animated deformed object.

I would like to use AnimateObject() to get the previous position of points to compare them with actual geometry.
Seem that with a deformer is not working and work fine with position and rotation.

thanks in advance
Renato T.

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On 28/11/2005 at 11:41, xxxxxxxx wrote:

That's correct. AnimateObject() doesn't take deformers into account. You can use SendModelingCommand() with MCOMMAND_CURRENTSTATETOOBJECT instead.

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On 28/11/2005 at 11:51, xxxxxxxx wrote:

Hello Mikael,

so i need to send modelling command after AnimateObject()?

thanks
Renato T.

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On 28/11/2005 at 12:15, xxxxxxxx wrote:

Yeah, AnimateObject() for the timeline tracks and SendModelingCommand() for the rest. (I don't know how it will work with time based deformers though.)

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On 07/06/2006 at 19:31, xxxxxxxx wrote:

Hello Mikael,

still not working here.
I tried also AnimateDocument.. but the deformation are not calculated too.

any help?

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On 08/06/2006 at 10:05, xxxxxxxx wrote:

Do you not get any deformation at all or not just the deformations at the specified time?

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On 08/06/2006 at 15:32, xxxxxxxx wrote:

i got deformation but when i force animateobject on the frame-1 the deformation is the same at frame

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On 30/09/2009 at 11:46, xxxxxxxx wrote:

I still have this problem now.. can someone tell me why i can't get deformed geometry with animateobject and current state to objects?

thanks :)
renato

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On 30/09/2009 at 12:26, xxxxxxxx wrote:

I've only had success with AnimateDocument() (now ExecutePasses() in R11.5) but it does work. This is how IPP figures are baked into static or PLA geometry in interPoser Pro.

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On 30/09/2009 at 12:36, xxxxxxxx wrote:

Hello Robert,

uhm.. i tried with AnimateDocument.. but don't work.. Do i need to addevent or something?

thanks ;)
renato

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On 30/09/2009 at 13:35, xxxxxxxx wrote:

Make sure to set the document time, call AnimateDocument(), and, yes, EventAdd() is a good idea.

doc->SetTime(stime);
#ifdef     C4D_R115
doc->ExecutePasses(NULL, TRUE, TRUE, TRUE);
#else
doc->AnimateDocument(NULL, TRUE, TRUE);
#endif
EventAdd();

where 'stime' is the BaseTime representing the frame.

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On 30/09/2009 at 13:45, xxxxxxxx wrote:

Hello Robert,

i'm during rendering.. so eventadd.. will stop the renderdocument :)

I fear that i need to cache before all. then render.

what do you think?
renato

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On 03/10/2009 at 07:39, xxxxxxxx wrote:

Howdy,

Is the deformer a child of the mesh, or is the mesh part of a hierarchy that is being deformed? I've noticed that CSTO only works properly when the deformer is a child of the mesh you need. If the mesh is in a deformed hierarchy, then CSTO needs to be invoked on the parent object to get the deformed mesh object. :o(

Adios,
Cactus Dan

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On 03/10/2009 at 09:26, xxxxxxxx wrote:

Hello Dan :)

my scene it's just a cylinder with a bend inside it (child). :)

thanks
renato