Recording entire hierarchy
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/04/2010 at 17:05, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 11
Platform: Mac ;
Language(s) : C++ ;---------
Hey Guys,I'm pumping my recording functions full of steroids... but I can't seem to find a sizable vein for the following conundrum;)
I'm not recording frame by frame; I'm storing the position and rotation values for each frame in a new structure I created and initialized in an array (each array member is for a frame of the animation). At the end of the animation is when the keys are created and fed their data from the array (similar to Cappuccino tool).
Works great!
When it comes to trying to record the entire hierarchy, I don't want to have to store each pos/rot value of each possible child like I've done with the parent object (I already have some fairly large arrays declared as it is) , I'd like to create the keyframes and set their values using the parent object of the hierarchy as a reference. Is it safe? Or is the highly variable nature of hierarchies and children of children of children thing gonna much this whole thing up. I expect it to be a somewhat complex function that I'm gonna have to create, so I just want to make sure I'm heading down the right path before I waste a couple days on a function with a serious design flaw... you understand;)
thanks,
kvb -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/04/2010 at 03:34, xxxxxxxx wrote:
If the hierarchy doesn´t change and you store everything in world space then it should work fine I assume, at least the basics. Cannot say anything about custom data.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/04/2010 at 10:55, xxxxxxxx wrote:
Thanks Katachi,
That's enough for me to give it a try:)
I'll come back with some code if I encounter any problems or oddities:)
thanks,
kvb