Thinking Particles Problem



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/07/2008 at 01:02, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   10.5 
    Platform:      Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Hi,

    I have a small problem with Thinking Particles.

    I have a node with the following code. In the editor, it's all right, but in the (render-)preview they are gone. Do I have to send a significant signal when I edit / create / delete particles?

    TP_MasterSystem* t = GetTpMasterSystem(GetActiveDocument());
         LONG k = t->AllocParticle();
         t->SetVelocity(k,Vector(30));

    Thanks..



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/07/2008 at 02:08, xxxxxxxx wrote:

    Have you tried to send a MSG_CHANGE message to the TP_MasterSystem? Maybe it also needs an EventAdd().

    cheers,
    Matthias



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 02/07/2008 at 03:09, xxxxxxxx wrote:

    Hi!

    I tried EventAdd() and t->Message(MSG_UPDATE, test); No success.. :-(



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/07/2008 at 04:42, xxxxxxxx wrote:

    Hi!

    My particle-generator works. The problem is the "recalculation" when I make a jump in the timeline.

    Should this be calculated by my plugin or is it a small function that recalculates the path of the particles?

    Thanks....



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 14/07/2008 at 11:42, xxxxxxxx wrote:

    Hi!

    The problem still exists. Does anyone has an idea? That would be wonderful.

    Bye :)



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 23/07/2008 at 23:21, xxxxxxxx wrote:

    Hi!

    There are small news. I looked after the issue again, and I noticed something, thats very interesting.

    TP_MasterSystem* t = GetTpMasterSystem(GetActiveDocument());
         LONG k = t->AllocParticle();
         t->SetVelocity(k,Vector(30));

    In the first post I used GetActiveDocument(). When I render the scene, the particles are created in the active Document, not in the document that is rendered by the picture manager.

    So, if I render the scene and click "play" the particles will be created in the active document.

    Is there a command like "GetActiveRenderDocument()"?

    Thanks a lot.



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

    On 24/07/2008 at 02:21, xxxxxxxx wrote:

    Ah, yes GetActiveDocument() only gives you the document of the original scene. During rendering to the picture viewer the document is cloned.

    Where do you call the TP system? If it is in your node then try mynode->GetDocument() to get the document.

    cheers,
    Matthias



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

    On 24/07/2008 at 02:59, xxxxxxxx wrote:

    Thats it! :)

    Now I know why some pointers like the BaseDocument are avaible as argument, too.

    Thank you.


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