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On 16/10/2008 at 07:32, xxxxxxxx wrote:
Cinema 4D Version: 11
Language(s) : C++ ;
My Plugin parses big textfiles and sets alot of keys, while it's doing that I already want to see the Animation.
Is that possible? If so, how?
On 16/10/2008 at 08:50, xxxxxxxx wrote:
Render or Editor? For animation there are only three choices: play editor, preview render (e.g.: QuickTime), full render. You won't get either of the last two to render in anything near real-time.
So, if you just want to see the animation as you go in the Editor, use AnimateDocument() to set the frame:
LONG fps = baseDocument->GetFps();
// In your loop or such
BaseTime time = BaseTime::BaseTime(frame, fps);
baseDocument->AnimateDocument(NULL, TRUE, TRUE);
To do the render, you'd have to render each frame individually setting the RenderData settings as you go. Note that there are differences between R11 and earlier versions.
On 16/10/2008 at 23:34, xxxxxxxx wrote:
Sorry, my bad, I meant the Editor.
I was testing with the same solution, but unfortunately the editor didnt update. Even with EventAdd(EVENT_FORCEREDRAW).
Is the problem that the plugin is still running? It updates the statusbar and its text just fine.
On 17/10/2008 at 00:56, xxxxxxxx wrote:
As Im using AnimateDocument throughout my plugin to get updated values from objects, I tested to use EventAdd() there too, but it doesnt update the editor (but I get the correct values from objects at that time)
On 17/10/2008 at 11:12, xxxxxxxx wrote:
In that case, it may be that you need to run in a separate thread.
Are you using a modal or non-modal dialog? Are you calling StopAllThreads() beforehand?
Try GeSyncMessage(EVMSG_TIMECHANGED) to get the view to update. And EventAdd(EVENT_ANIMATE) to update everything else (AM et al).
On 17/10/2008 at 11:45, xxxxxxxx wrote:
You have to call DrawViews(), see this thread:
refreshing the viewport