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On 26/07/2007 at 03:12, xxxxxxxx wrote:
Cinema 4D Version: 10.1
Platform: Windows ;
Language(s) : C++ ;
Hello, I am working on an exporter for C4D.
I need to export instances, since our format is intended for real-time purposes, I let C4D polygonize object through the use of BaseDocument::Polygonize().
The problem, is that Oinstances seems to be dropped by this function.
Is there any way to recover Instances, or to do a stable match of the hiearchy between the original document, and the polygonized one ?
On 26/07/2007 at 05:55, xxxxxxxx wrote:
Maybe it's better to get your polygon objects on a per object basis. You can do this with GetDeformCache() and GetCache(). Here is a helper function to get the deformed polygon object of a selected object (it's from the upcoming SDK docu update).
static void DoRecursion(BaseObject *op)
BaseObject *tp = op->GetDeformCache();
tp = op->GetCache(NULL);
// HERE IS THE DEFORMED POLYGON OBJECT
for (tp = op->GetDown(); tp; tp=tp->GetNext())
On 26/07/2007 at 06:00, xxxxxxxx wrote:
Ok !!! I will try this immediately
On 27/07/2007 at 02:24, xxxxxxxx wrote:
Arghhh, hell is in details
It seems that the texture tag is "lost" when processing a the last "op" level.
One of the situation where the problem arises:
- Make a landscape
- Texture it basically (UVW mapping)
- So that the object has only: a Texture Tag, and a Phong Tag
When processing, the Texture Tag has gone (but it seems i have the UVW Tag).
When using Polygonize(), i used to got everybody (TextureTag, UVWTag, PhongTag).
I suppose that the TextureTag is on the previous recusion, i will dig onto this.
But i will take any hints
On 27/07/2007 at 02:27, xxxxxxxx wrote:
BTW, i moved processing of sub objects to just after the polyobject generation.
(i have a general hiearchy tracking outside of the equivalent of this recursive routine)
On 07/08/2007 at 08:40, xxxxxxxx wrote:
arghh, I hit another wall, so I have ended with a temporary solution involving just this (taken from Document::Polygonize() routine) :
BaseObject *PolygonizeBaseObject( BaseObject *Src )
CData.doc = Src->GetDocument();
CData.bc = &Ctr;
CData.op = Src;
if( !SendModelingCommand( MCOMMAND_CURRENTSTATETOOBJECT, CData ) || !CData.result )
BaseObject *CollapsedObject = (BaseObject* )CData.result->GetIndex(0);
AtomArray::Free( CData.result );
So I just collapse a hierarchy branch with this call:
AutoFree<BaseObject> PolyObject = PolygonizeBaseObject( Object );
if( PolyObject )
MyObjectProcessor( PolyObject.... );
I just wanted to know if the sequence above would disrupt or leak C4D ressources.