Read bone length

On 23/03/2016 at 14:01, xxxxxxxx wrote:

User Information:
Cinema 4D Version:   R15 
Platform:      
Language(s) :     C++  ;

---------
I have a question regarding the way I'm supposed to read the length of a bone when using Melange.
Do I have to read the value from the "Tweights" tag of the mesh using the "JointRestState" struct?
Also, is this value "To child" or "From parent"? Is there a way to convert?

On 24/03/2016 at 07:49, xxxxxxxx wrote:

Hi,

you should be able to read the length from the joint directly.
Like so:

GeData d;
if (op->GetParameter(ID_CA_JOINT_OBJECT_LENGTH, d))
	printf("\n - CAJointObjectData Length = %f\n", d.GetFloat());

On 24/03/2016 at 08:56, xxxxxxxx wrote:

Yes, I tried that, and I only get 0 values.

BTW, for my joint objects, when I do:

op->GetType();

I'm always getting 5100, which is Opolygon, instead of Ojoint. Of course this BaseObjects came from the Execute specific for Ojoint in my code:

class AlienJointObjectData : public JointObjectData
{
	INSTANCEOF(AlienJointObjectData, JointObjectData)
  
public:
	virtual Bool Execute();
};

Is this a bug? Could it be related to the 0 values I'm getting for bone length?

On 26/03/2016 at 11:39, xxxxxxxx wrote:

Are you sure you're returning the JointObjectData from AllocAlienObjectData() for Ojoint and not Opolygon? And return true from JoinObjectData::Execute()?

On 26/03/2016 at 14:29, xxxxxxxx wrote:

Yes, and yes.

NodeData *AllocAlienObjectData(Int32 id, Bool &known)
{
  
(...)some other code here(...)
  
    NodeData *m_data = nullptr;
  
    switch (id)
    {
        case Ojoint: m_data = NewObj(AlienJointObjectData); break;
    }
  
    return m_data;
}

The id here ir the right one, but then when the Execute is called, the node type is the wrong one:

  
Bool AlienJointObjectData::Execute()
{
	BaseObject *bo = (BaseObject* )GetNode();
  
	std::string name = bo->GetName().GetCStringCopy();
	int type = bo->GetType();
  
	(...) some other code (...)
  
	return true;
}
  

On 01/04/2016 at 06:39, xxxxxxxx wrote:

Hi,

sorry, it took me so long to answer.
Finally I had time to test it.
Here it seems to work out of the box. I used the commandline example code included in the Melange archive (by the way I used the latest Melange version 16.008_156273 for my tests).
I simply added the code from my first post to AlienCAJointObjectData::Execute(). It worked right out of the box and printed the length of the joints. Checking the type in there, worked like charm as well, op->GetType() correctly delivered Ojoint.
So I'm actually not quite sure, what's going wrong on your end. I'd recommend to check with the commandline example as I did and then compare your implementation against it.

On 01/04/2016 at 08:05, xxxxxxxx wrote:

Hello again,

So I just tested it with the command line example, and I get the same problem, joints detected as polygon objects and length 0. So I assume this was a bug already fixed in the latest versions. I'm using 15.0_131581, I guess I have to update the libs.

Thanks!

EDIT: aside from the SDK issue, I had this on my BaseObject *AlienRootObject::AllocObject(Int32 id)

case Opluginpolygon:	baseobject = BaseObject::Alloc(Opolygon); break;

I have no Idea why this was there, and why it makes the Ojoint become a Opolygon.

On 06/04/2016 at 09:18, xxxxxxxx wrote:

I did check our changelists and didn't find anything regarding the length of joints.
Did you make any progress?

On 22/04/2016 at 08:47, xxxxxxxx wrote:

Hey,

Yes, it's working now after removing the line:
case Opluginpolygon: baseobject = BaseObject::Alloc(Opolygon); break;

from: BaseObject *AlienRootObject::AllocObject(Int32 id)

I have no clue why I had this line there, but now it's fixed.

There's something strange though, I have a simple model with a few bones created in 3DSMax, I saved it to FBX, imported it in Cinema4D and then saved it again in C4D format.
When I read the bone length from the FBX file, I get values 7 times higher than the values from the C4D file. Everything else is the same, normals, vertices and so on.
I checked both files in txt format, and confirmed that the lengths are different 7 times lower for C4D.