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On 14/03/2011 at 10:27, xxxxxxxx wrote:
User Information: Cinema 4D Version: Platform: Language(s) :
--------- So, here's one for general bugs, not for SDK bugs
-------------
BaseObject.GetAbsPos() returns not the absolute position, it returns the relative.
import c4d if __name__=='__main__': print op.GetAbsPos()
On 18/03/2011 at 11:14, xxxxxxxx wrote:
Error when acessing id 700 of a RenderData object.
import c4d def main() : rd = doc.GetActiveRenderData() print rd[700] if __name__=='__main__': main()
On 20/03/2011 at 14:09, xxxxxxxx wrote:
GetAbsPos: Returns the absolute position of the object. These will be absolute local coordinates within its parent object.
On 20/03/2011 at 14:11, xxxxxxxx wrote:
This exception is correct. If you want to access the user data object you have to pass the index (starts with 1).
rd[c4d.ID_USERDATA, 1]
On 21/03/2011 at 10:29, xxxxxxxx wrote:
These will be absolute local coordinates within its parent object.
Well, that doesn't make sense to me. Shouldn the absolute position be the global ? As said, it does return the same as GetRelPos()
This exception is correct. If you want to access the user data object you have to pass the index (starts with 1). rd[c4d.ID_USERDATA, 1]
Index 700 is the Userdata ? Didn't know that.
On 21/03/2011 at 14:35, xxxxxxxx wrote:
Shouldn the absolute position be the global ? As said, it does return the same as GetRelPos() 
No, absolute!=global. The C++ documentation contains an article about "Freeze Transformation". It should help you on this topic.
On 01/09/2011 at 09:03, xxxxxxxx wrote:
I also was staggered by this behaviour. I suppose method should be renamed or documented at least (in python docs).
On 02/09/2011 at 01:20, xxxxxxxx wrote:
absolute position = well, the absolute position relative position = absolute position - frozen position frozen position = a position offset
cheers, Matthias
On 02/09/2011 at 02:32, xxxxxxxx wrote:
Originally posted by xxxxxxxx absolute position = well, the absolute position relative position = absolute position - frozen position frozen position = a position offset cheers, Matthias
Originally posted by xxxxxxxx
Yes, I understood that after reading C++ docs. I meant that generally (almost always) game developers use "absolute" prefix to determine that some transformation is relative to global frame, e.g. accumulated traversing scene graph. Python docs doesnt't say that it is the position relative to the parent frame, so I've spent a bit time working this out.