Rotating Joints / absolute coordinates



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/12/2010 at 06:12, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   11.5 
    Platform:   Windows  ;   
    Language(s) :     C++  ;

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    For example, I have two joints. The first should be at position (0 0 0) and the second should be a child of the first and be at position (1 2 3).
    I get the relative coordinates for CAJointObject::SetPos() with "PositionSecond - PositionFirst".
    But now I want the first joint to be rotated by a 3x3 matrix, but the secondJoint should still be there where it was before.
    The problem is that there is no SetAbsPos for joints :(
    How can I solve this problem?



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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 03/01/2011 at 02:34, xxxxxxxx wrote:

    Save the global matrix of the child joint before you are doing the translation of the parent joint. After the translation restore the global matrix of the child joint. Please take a look at BaseObject::GetMg()/SetMg().

    cheers,
    Matthias


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