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On 06/06/2006 at 08:17, xxxxxxxx wrote:
Cinema 4D Version: 8.5 +
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
i need to get vertex position of a generator that may be deformed.
With currentstatetoobject i can get the vertex position in deformed state.. but how i can get undeformed geometry?
On 06/06/2006 at 15:56, xxxxxxxx wrote:
I'm using GetCache and GetDeformedCache inside GetVirtualObjects instead currentstatoofobject... this is good?
On 07/06/2006 at 10:37, xxxxxxxx wrote:
I am also interested in getting deformed geometry from objects. How do you get this using GetDeformedCache? Is there any advantage doing it that way?
It seems to me that there must be an easier way than using current state to object?
I assume you are working on the vray bridge? I am experimenting with a bridge to the 3Delight renderer, so I guess we'll be asking the same questions around here :-).
On 07/06/2006 at 12:19, xxxxxxxx wrote:
Hello FilipM this is a fix for FastFur.
On vraybridge i polygonize.
BaseDocument* Polygonize(Bool keepanimation = FALSE)
Make a clone of the document and turn all objects into polygon based objects.
so you'll get a triangulate scene with all ok for externall render
On 08/06/2006 at 00:21, xxxxxxxx wrote:
"so you'll get a triangulate scene with all ok for externall render :)"
OK, that's nice. But what about motionblur of deformations then? Some objects change their number of points between frames, so how could I find out which points are corresponding?
Sorry BTW if I hijack your thread with my questions
On 08/06/2006 at 03:28, xxxxxxxx wrote:
For now, the motion blur of deformed objects is not supported on the current vray bridge
On 19/07/2006 at 14:10, xxxxxxxx wrote:
Always with this dubt.
Can i use getdeformed cache instead slowness cloning of object, currentsteatetoobject, put it in a new scene.. etc?
What's the correct way to get vertex position )deformed and undeformed) on getvirtual objects?
I see that Hair use object linked to generate hair.
What's method used by Hair? Will be good an example in sdk.
On 25/07/2006 at 18:23, xxxxxxxx wrote:
I believe that David has posted before on the forum saying that the code to do this in Hair is "rather involved". I'm afraid I don't have any more information than this on how Hair works internally, but I guess that it involves some caching in itself. The C4D caches should be fine to use if they are built, but afaics that is only the case if they are built before the call to your plugin.