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On 17/09/2007 at 06:29, xxxxxxxx wrote:
Cinema 4D Version: 9.6
Platform: Windows ;
Language(s) : C.O.F.F.E.E ;
I think this is a beginner-question but as i am a beginner perhaps I might ask it sin spite of this:
i have got a Meshobject with bones under it. I want to duplicate the mesh joined together with another meshobject and duplicate the bones afterwards that i find under my first mesh.
The duplication and joining works fine. But I realized that cloning the boneskeleton and than insert it under my new mesh leads to a smaller scaled new skeleton, because the bones are still active during cloning (I get the same effect if I try this manually in the editor).
When I manually decativate the bones (unifx bones) before I copy the hierarchy and insert them under my new mesh and then fix the bones there again everything ist perfect.
So I wanted to do it the same in my coffeeplugin. I found a containervalue ID_BASEOBJECT_GENERATOR_FLAG that seems to represent the bones status fixed/unfixed. But it seems you cannot change this value via coffee nor read it (result is null).
So my question: How do I unfix a fixed boneskeleton of a mesh-figure before cloning/the cloned bone-skeleton itself with a coffeescript?
I searched in my Coffee SDK 95 but it seems to describe only a small amount of objects that are available in Cinema.
Thanks in advance for your tipps,
On 17/09/2007 at 07:12, xxxxxxxx wrote:
this seems to work for me:
//op is the selected bone
var op = doc->GetActiveObject();
op#ID_BASEOBJECT_GENERATOR_FLAG = FALSE;
On 18/09/2007 at 08:31, xxxxxxxx wrote:
thanks a lot. I will try it like this.