THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 31/01/2012 at 09:43, xxxxxxxx wrote:
User Information:
Cinema 4D Version: R12/13
Platform:
Language(s) : C++ ;
---------
Having struggled with this all day, I've come to the conclusion that CurrentStateToObject is a pig. Why does it do things so differently to different objects?
Consider this:
* create an extrude nurbs and put a tag on the nurbs object. Do CSTO and you get a poly object plus two subordinate objects, and the tag is on the top-level poly object.
* put a cube in a hypernurbs and drop a tag on the HN. Do CSTO and you get a single poly object (but see below for the exception) but the tag has vanished! What happened to the tag, and why can't CSTO always produce a single polygon object?
Now try:
* with a cube in an HN, move the cube so that its world position is different to that of the HN. Now do CSTO and you get a null containing the poly object. Why is that necessary?
* with an extrude nurbs move the spline away from the nurbs in the scene and do CSTO, this time no null is created to hold the result. Why the difference?
CSTO looks like a function which got tinkered with over the years until what's left is an unholy mess. And then we have to code round it, testing for all kinds of possible outcomes, which takes forever (and then you still find something which doesn't work correctly).
Okay, rant over. I feel better now. But seriously, is this just me or is CSTO in dire need of an update?
Steve