Streamline Hierarchy Modifier deformation



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 17/07/2006 at 14:31, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   9.102 
    Platform:   Windows  ; Mac  ;  Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Is there any advice someone can offer on streamlining the deformations on a Hierarchy Modifier (CheckDirty()/ModifyObject())?

    I do realize that if any bone is rotated, then ModifyObject() is going to need to be called and such. Since my deformation code is, to say the least, complex, it'd be nice to find a way to avoid redeformation where it is not necessary and increase the Editor/Render response. Maybe get the cache and just copy the affected vertex values to the copy for each unchanged modifier?

    Thanks,


Log in to reply