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On 12/08/2007 at 12:43, xxxxxxxx wrote:
Cinema 4D Version: 10.111
Platform: Windows ;
Language(s) : C++ ;
I get the position of a point in a spline like this:
SplineObject* PathSpline = static_cast<SplineObject*>(SC_SplineObj); PathSpline->InitLength(0); SC_Matrix_Base.off = PathSpline->GetSplinePoint(SC_SplinePos);
(The object 'SC_SplineObj' is coming from the attributes of my expression tag. User links a spline object there. The value 'SC_SplinePos' is a Real between 0..1)
When I use this code, I only get the local coordinates of the spline point. This means, when I rotate or move the spline object, I still get the same coordinates, which is bad.
How can I get the global coordinates of the point?
I thought about adding the global position of the spline object to the point coordinates, but that doesn't solve the problem of a rotated spline object.
Thanks in advance for any helpful tips, hints and spanks on the forehead.