I'm Dan, I run an animation studio called Element Animation. I make plugins and tools sometimes to help speed our pipeline up.
@m_magalhaes Manuel you hero! That was it! DeformedPolygonCacheIterator was the key! Thank you so much!
Ah apologies, I will make sure to follow the guidelines in future.
So I'm building a python objectdata plugin that will create geometry but I want to add more geometry to it with a tooldata plugin by brushing over the geometry that has already been created, the tooldata will just tell the objectdata to create the geometry though. The object data plugin will keep track of all geometry in order for other tooldata plugins to act on that geometry.
To put the new geo in the correct position though, I would need to know on what coordinate of the already generated geometry I would be hitting with the mouse, ideally I'd like access to the normal of the hitpoint too. Is there any way to detect a mouseover event on a virtual object?
I'm using a tooldata plugin and was originally trying to get the polygon data from a generator/objectdata object. That doesn't work because even though it's classed as a polygon object, no polygon data is available to grab from outside. Always returns as None. So I thought I'd just get the hit position and then reference that with the object itself. Only problem is, can't do that either. I can get pickobject to give me the generator object but no more info, no hit position, z-depth, nothing. GeRayCollider is the same story.
None of the ViewportSelect methods can get me this info either.
c4d.utils.ViewportSelect.PickObject() is supposed to return a Z value but doesn't.
Was trying to avoid that, I'm building a plugin which natively generates minecraft terrain from minecraft save files. It works pretty well, just could be much faster with multithreading or multiprocessing. I have no experience with C++ but I guess its time to bite the bullet.
So I'm currently trying to do something processor intensive and would very much like to utilise more cores. Multithreading isn't much use because of the GIL. And multiprocessing...if it could work it wouldn't be able to call any C4D functions so that's not useful. So I came up with another idea: Launching several instances of Cinema in parallel and splitting the workload across them via commandline arguments intercepted by a message plugin. But, for some reason that no longer works:
"Warning: Unknown arguments: -parallel"
Has this function been removed in recent versions?
I tried commandline also but it closes instantly because I'm not rendering anything.
Any help here would be greatly appreciated.