Get points of a hypernurb object



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/01/2006 at 06:57, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   9.5 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

    ---------
    hello,
     
    how can i get the point array of a hypernurb object?
    If its a point object its easy to write
    Vector *array = ptrObj->GetPoint();
    But with hypernurbs it doesn´t work. But i won´t translate the hypernurb objetc to a point object.
    Can you help me? If you know what i mean?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/01/2006 at 13:12, xxxxxxxx wrote:

    Do you want the HyperNURBS control points or the resulting polygonal mesh points? If the latter, you need to convert the HyperNURBS into a polygonal mesh to get at these points using SendModelingCommand(MCOMMAND_CURRENTSTATETOOBJECT...). The result of this is a polygonal object.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 15/01/2006 at 21:27, xxxxxxxx wrote:

    Oh, no. I need the resulting polygonal mesh points to edit them. I want to keep the advantages of a Hypernurb. It is possible ?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/01/2006 at 02:24, xxxxxxxx wrote:

    As far as I know, not possible. You can manipulate the HN control points or the underlying mesh (if the child is polygonal), but in order to get at the mesh points resulting from the HN it is required to 'permanently' convert it to a polygonal mesh. If the action is temporary and non-modifying, you can clone and convert, but if the edits are to be made permanently on the HN object, I don't think that can be done.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/01/2006 at 07:03, xxxxxxxx wrote:

    Thanks for that info. It´s a pity, now i have to find an other way to implement my idea.


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