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On 26/08/2012 at 11:53, xxxxxxxx wrote:
Cinema 4D Version: 13
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
I'm trying to get the inverse camera matrix of the render basedraw for an animation export. I step through the animation keys of the active camera object:
doc->SetTime(bt); // Set Time to key->GetTime(); doc->ExecutePasses(NULL, TRUE, TRUE, TRUE, BUILDFLAGS_0); EventAdd(); // don't know whether that's required in this case BaseDraw *bd = doc->GetRenderBaseDraw(); Matrix m = bd->GetMi(); ...
The matrix won't change during animation. It keeps the values from the first frame! Do I have to send another kind of update message?
If I use the inverted global matrix of the camera object, it works, but I would prefer to use the matrix from the render basedraw.