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    Converting Pluginobject...

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 27/07/2003 at 11:41, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.100 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------Is there any way to determine whether the user is converting my pluginobject (generator)?

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 08/08/2003 at 04:34, xxxxxxxx wrote:

        Any ideas anybody?

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 08/08/2003 at 09:35, xxxxxxxx wrote:

          Probably not, but what do you mean by "converting" and where would you want to determine this?

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 08/08/2003 at 09:39, xxxxxxxx wrote:

            converting = converting the object. When the user for example clicks "C". And as I said, need to determine it in my plugin object (Generator object).
            I want to prevent my object to create the geometry when the user tries to convert the object to a polygonobject.
            Any ideas?
            Thank you

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            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 08/08/2003 at 12:13, xxxxxxxx wrote:

              I don't think this is possible. That "conversion" is really just C4D evaluating the object and putting the result back into the scene.
              Btw. if this is for a demo limitation then someone could just put your object inside a plugin object of his own and get the mesh that way. So once you let the geometry escape from GetVirtualObjects() it's public.

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              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 08/08/2003 at 12:17, xxxxxxxx wrote:

                Btw. if this is for a demo limitation then someone could just put your object inside a plugin object of his own and get the mesh that way. So once you let the geometry escape from GetVirtualObjects() it's public.
                yes, a demo was exactly my aim. Well, if it´s not safe...
                thank you!
                Best
                samir

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                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 08/08/2003 at 13:28, xxxxxxxx wrote:

                  Some alternatives are to put things in isoparams only or to replace part of the geometry by bounding box proxies.

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                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 08/08/2003 at 14:27, xxxxxxxx wrote:

                    Thanks for the suggestions Mikael. But I guess I´ll go the expiration way then 🙂
                    Best
                    Samir

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