Example for polygonizing an object tree [SOLVED]
On 13/02/2015 at 16:55, xxxxxxxx wrote:
Cinema 4D Version:
I've been spending the last 1 hour searching for the example I remember only slightly from the
C++ documentation that shows how recursively traverse the object tree and reading all the polygonal
caches from generator objects, etc. but I just can not find it any more.
It took care of excluding objects that are being used as input objects by generators. The problem I am
having with this is, that the BIT_CONTROLOBJECT bit seems to be set not only on objects that have
been touched by a generator object, but also on the generator object itself, making it indistinguishable
for me whether a generator object is just generating, or is also the input object of another generator.
Anybody remember where that snipped is hiding?
On 14/02/2015 at 00:10, xxxxxxxx wrote:
maybe it's this piece of code in the BaseObject::GetCache() description?
On 14/02/2015 at 05:50, xxxxxxxx wrote:
How on earth could I overlook it? I was even checking GetDeformCache().
Thank you, Andreas