Viewport not updating after Adding a key

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/04/2011 at 16:09, xxxxxxxx wrote:

I have this little bit of code:

curKeyDict=curve _.AddKey(doc.GetTime())
              curKey=curKeyDict["key"]
              curKey.SetValue(curve _, curValue)
              curKey.SetTime(curve _, doc.GetTime())

Which just basically adds a key to a curve, sets the value and the time. However, the viewport does not update. The Key gets added properly and I see it, but I still have to press A to refresh the view to show the changes on the object. Does anyone know what I need so I don't have to refresh it? I've tried EventAdd() but that's not doing it. I also tried DrawViews() but that too didn't work.

Can anyone help me out here?

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 02/04/2011 at 18:57, xxxxxxxx wrote:

Two methods off the top of my head:

c4d.EventAdd(c4d.EVENT_ANIMATE)
or
c4d.CallCommand(12147)# Redraw

-ScottA

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 03/04/2011 at 01:59, xxxxxxxx wrote:

Cheers Scott,

The EVENT_ANIMATE method seems to work. I don't know why I didn't use that one, I think I thought it would make the thing start playing...which in retrospect was pretty stupid of me. Shoulda thought of just calling the Redraw command, doh!

Thanks mate

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

On 03/04/2011 at 07:07, xxxxxxxx wrote:

You're welcome.

Thanks for posting your custom GUI example. I learned something new with that one.

-ScottA