CTrackData



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 21/02/2007 at 09:54, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   R10 
    Platform:   Windows  ;   Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Hi,
    I am use animation stuff... So i need to get the object that the track point to.
    In C++ : BaseObject *originalObject = (BaseObject* )info->op;
    It work, but in case I duplicate the object in the BaseDocument, and apply and an other TrackData : like
    NULLObject
    +-- Fig1
    NULLObject
    +-- Fig1 ( duplicated object)
    In both TrackData with BaseObject *originalObject = (BaseObject* )info->op;
    it always return the original object instate of the duplicated one :(
    Do any one know how to get the duplicated one, base on the track data ?
    Salutations
    Nikita



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/02/2007 at 14:29, xxxxxxxx wrote:

    Do YOU duplicate it via your code or does the user duplicate it?

    If YOU duplicate it, you need to use an AliasTrans object for the duplication. See the sdk documentation for an example and a pretty decent explanation. :)



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/02/2007 at 14:47, xxxxxxxx wrote:

    No I duplicate in Draw time, on the folder object... I did this plugin is mostly for me and my movie. But Due to this problem i rewrite this part en do with and INEXCLUDE list, it even give me more possibilities.
    I read a lot the doc, but in case of ::Animation( ...... )
    The info->op, all they say is original object, so is no way to duplicate correctly...
    But is resolve now with INEXCLUDE list, I can even put as many copy I want I a scene and using only ONE of my PLA files... Is very nice for me to animate like a city with lots of peep walk around the main Characters ;-)
    Merci any way
    I sse you plugin for smoke etc. I probably get it next movie... now i'm  a bit with no money.... Mac Pro, Final cut, Shake, C4D R10 update + hair ... and microphone etc. .... so next FIlm ;-)



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 22/02/2007 at 14:55, xxxxxxxx wrote:

    ah I see. Well, probably the better solution with Include lists.

    Would be pleased if you´d use my plugin for your next movie. :)



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

    On 22/02/2007 at 15:16, xxxxxxxx wrote:

    By the way. Any Idea of what i will need to change for MAC OS X Unviversal ??? From Win xp 32 bit.... some like \n is suppose. Is Use VC ++ 6 , and on SOX is Xcode.. all Long have to pass to Vlong or so ?
    Michel



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

    On 22/02/2007 at 15:42, xxxxxxxx wrote:

    Hmm, no not that I know of. I am also using identical code for Win32, MAC PPC and MAC UB (Universal Binary), so that shouldn´t make any difference.



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

    On 23/02/2007 at 01:18, xxxxxxxx wrote:

    Quote: Originally posted by Poser on 22 February 2007
    >
    > * * *
    >
    > By the way. Any Idea of what i will need to change for MAC OS X Unviversal ??? From Win xp 32 bit.... some like \n is suppose. Is Use VC ++ 6 , and on SOX is Xcode.. all Long have to pass to Vlong or so ?
    >
    > Michel
    >
    >
    >
    >
    > * * *

    As long as you use the types from the SDK (Real, LONG, String etc.) you shouldn't run into any problems.

    cheers,
    Matthias



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

    On 26/02/2007 at 09:55, xxxxxxxx wrote:

    Oki Merci Katachi and Matthias,
    Now what about Hair and Clothilde calculation !!!
    Is in both case step ( generaly 3 )
    In my plugin I do some like this :
    TrackData::Amination ( ...... ) {
               I get the polygonObject i animate;
               I open my PLA file xxxx_FrameNumber.pla;
               I Apply the Point to the object;
               I Close All File and free them;
    }
    So in Hair and Clothilde calculation, do they need more then one Key ???
    Like Hair is in K1, to calculate... Do they need to know where what is the Next Keys ( related to Step in Hair or Clothilde params ) ?
    Merci


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