THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 10/11/2012 at 14:30, xxxxxxxx wrote:
I think you can do it by change the position of the object and all his points to keep their global position.
Here is a little code that I did one day for it :
import c4d
from c4d import Vector, Matrix
def axe(objet, matrice, relatif = True) :
if relatif : m_obj = objet.GetMl()
else : m_obj = objet.GetMg()
m = ~matrice * m_obj
nbpts = objet.GetPointCount()
points = objet.GetAllPoints()
for i in xrange(nbpts) :
points[i] = m.Mul(points[i])
objet.SetAllPoints(points)
if relatif : objet.SetMl(matrice)
else : objet.SetMg(matrice)
def main() :
if not op : return
if op.GetType() != c4d.Opolygon : return
doc.StartUndo()
doc.AddUndo(c4d.UNDOTYPE_CHANGE, op)
v_1 = Vector(0, 1, 0)
v_2 = Vector(0, 0, 1)
v_3 = Vector(1, 0, 0)
dep = Vector(0, 50, 0)
mat = Matrix(dep, v_1, v_2, v_3) # Nouvelle matrice
axe(op, mat)
op.Message(c4d.MSG_UPDATE)
doc.EndUndo()
c4d.EventAdd()
if __name__=='__main__':
main()
The variable mat is the new matrix who affect op.