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On 18/04/2011 at 07:03, xxxxxxxx wrote:
Cinema 4D Version: 12
Platform: Windows ; Mac ; Mac OSX ;
Language(s) : C++ ;
I have a generator plugin that create copies of objects (hierarchy, brench and animation included).
The plugin then uses the Execute method to move and rotate the created objects (changing their global matrix runtime, the plugin doesn't create keys).
It works properly, the plugin move the objects when the animation is activated.
The problem born when an object own some animation keys.
In practice, for example, if I generate copies of a NULL object that contains a polygonal object on which acts a BEND deformer, all work well till then BEND deformer isn't animated. If I create some keys in the original BEND deformer of the STRENGTH parameter, then all created objects remain still until the last BEND key is executed.
Initially I thought it was a matter of priority, but in the method AddToExecution I have tried almost all possibility but the result doesn't change?