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On 27/10/2015 at 09:22, xxxxxxxx wrote:
User Information: Cinema 4D Version: 15+ Platform: Language(s) : C++ ;
--------- I want to get Caches of all objects, consider this simple case:
\+ HyperNurbs \+ + Cube \+ + Tube
in this case, HyberNurbs affects the Cube only, and ignores the Tube when generating Cache "by iterating all objects", this is what I get:
HyperNurbs Cube Cache Cube Cache <<< I want to ignore this, as it is a HyberNurbs(generator) dependency Tube Cache
I want to ignore the Cube Cache, as the Cube itself is already used inside the HyperNurbs, any ideas?
On 28/10/2015 at 03:04, xxxxxxxx wrote:
so it would be something similar to this "but I didn't find any function that can do this in the SDK, probably I missed?"
BaseObject* a;//our generator BaseObject* b;//any child to the generator a Bool checkdependency(b, a);
pretty straight forward, any help?
On 28/10/2015 at 03:28, xxxxxxxx wrote:
I guess I found the solution "but I need a confirmation though, as I think I'm a bit lucky " it is:
BaseObject* op; ... op->GetBit(BIT_CONTROLOBJECT);//this object is used by a generator
On 28/10/2015 at 07:04, xxxxxxxx wrote:
Hi Mohamed,
you are a bit too fast for me. Yes, I think, you can use the BIT_CONTROLOBJECT. BUT not directly. In general a generator object will mark it's input objects with the BIT_CONTROLOBJECT. But the generator object has this bit set as well. Example (* means BIT_CONTROLOBJECT is set, # means it's not) :
\+ HyperNurbs * \+ + Poly1 * \+ + Poly2 #
looks good so far... next example:
version a) : \+ HyperNurbs * \+ + Cube * \+ + Poly # version b) : \+ HyperNurbs * \+ + Poly * \+ + Cube *
And with your example:
\+ HyperNurbs * \+ + Cube * \+ + Tube *
Now comes the fun part, examine the caches of the generators:
\+ HyperNurbs * \+ + Cube.GetCache() * \+ + Tube.GetCache() #
So, yes, you can use the BIT_CONTROLOBJECT to find the information you want, but it can get a bit complicated depending on the cache structure. Remember there are also DeformCaches.
I hope, it works for you.
On 28/10/2015 at 07:35, xxxxxxxx wrote:
Hi Andreas,
thanks for clarifications, it works for me very well "for generators, I get cache first.." one related question, how to get the cache of render subdivision
for example like in HyperNurbs, when I GetCache() for it, it returns the editor subdivison BaseObject.
On 28/10/2015 at 07:42, xxxxxxxx wrote:
I guess it can be done by using GetCache(HH) , not sure though how should I fill it? "I guess it is filled by the GetCache.."
On 29/10/2015 at 11:04, xxxxxxxx wrote:
you can use ExecutePasses() with the BUILDFLAGS_EXTERNALRENDERER flag. Another option would be to use the Hierarchy class.
On 29/10/2015 at 16:19, xxxxxxxx wrote:
thanks Andreas, you can consider this solved