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On 08/11/2012 at 08:28, xxxxxxxx wrote:
Hi There,
generator objects have a green hooklet next to the visibility indikator lights in the object manager. (for exapmle array, cloner but also cube or deformer). I found out that you can activate and deactivate them with: BaseObject.SetDeformMode(mode) and read them with BaseObject.GetDeformMode(mode)
I was surprised to see that you also can set and read this parameters if an object doesnt habe the hooklet (for example a polygonobject)
2 questions: - is it bad to set the deformmode to False (standard is True) if the object has no hooklet (for example a polygonobject) and if so: - is there a easier way do distinguish between them (generator not generator) than to compare it to a list of object types?
thanks a lot Jops
On 08/11/2012 at 11:31, xxxxxxxx wrote:
In C++:
if(obj->GetInfo( ) & OBJECT_GENERATOR) { // it is a generator... } else { // it isn't a generator }
Note that primitive objects such as the Cube are also generators so the flag is set for such objects. If this matters you will have to test against a range of objects to exclude those you don't want. Or, you can also test for the flag OBJECT_INPUT - any generator which accepts another object as its input will have this set (e.g. the HyperNURBS) but the Cube etc. primitives will not.
On 09/11/2012 at 01:55, xxxxxxxx wrote:
Hi Spedler,
thanks a lot your C++ code is nearly exactly the python code:
if obj.GetInfo() & c4d.OBJECT_GENERATOR: print "a generator" else: print "not a generator"
works perfect as far as I can see
thanks again. Jops