On 16/03/2013 at 19:56, xxxxxxxx wrote:
Cinema 4D Version: R12
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
I've noticed an interesting phenomenon. In my deformer object plugin, if the rotations on the deformed object and the other object are all 0.0, the response is amazing (no noticeable hesitation at all). If one of them has rotations, the response is adequate. If the deformed object has rotations, the response degrades to sub-usable. If both have rotations it is horrific (the response is not even usable). I do not do anything that distinguishes between these cases. Whenever a matrix operation is needed, it is multiplied to the vertices in question no matter what by default. I've looked at various sections of my code - the only contributing factor is rotations on the matrices involved in the operations - unless I am missing something completely.
I would like you to examine my code, the examples, and let me know if you can see what to do to avoid this situation. Where do I send a zipped archive of the project, project files, example documents, and plugin for your examination?
On 18/03/2013 at 09:45, xxxxxxxx wrote:
Feel free to send us your files to [email protected]
On 19/03/2013 at 17:16, xxxxxxxx wrote:
I've resolved the rotation slow-down issue. Definitely behind the scenes in C4D but applying the matrices elsewhere has made the speed invariant to those changes. Couldn't really understand the reason. If find out anything in that direction, I'd be glad to know about it.