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On 29/01/2006 at 11:28, xxxxxxxx wrote:
Cinema 4D Version: 8.503
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
Okay, I've been forced into the situation where joint deformations must be done using my own 'bones'. This means an OBJECT_HIERARCHYMODIFIER plugin object chain below a polygon object.
Since there are no examples and no mentions on use here, what do I need to know about this? For instance:
1. The docs mention that only the top-most instance of the chain is called. Is this in reference to ModifyObject()? Only that method or others as well (e.g.: Draw(), GetDirty(), GetHandle(), etc.)?
2. Should I be recursively descending through my bone chain in ModifyObject() in order to do all of the deformations for that one call? In other words, is it guaranteed that only the root bone gets called and this is how to proceed?
3. Do I need both the OBJECT_MODIFIER and OBJECT_HIERARCHYMODIFIER flags set?
Anything you can add would be appreciated.