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    Hierarchy Modifiers

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 29/01/2006 at 11:28, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.503 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Okay, I've been forced into the situation where joint deformations must be done using my own 'bones'. This means an OBJECT_HIERARCHYMODIFIER plugin object chain below a polygon object.

      Since there are no examples and no mentions on use here, what do I need to know about this? For instance:

      1. The docs mention that only the top-most instance of the chain is called. Is this in reference to ModifyObject()? Only that method or others as well (e.g.: Draw(), GetDirty(), GetHandle(), etc.)?

      2. Should I be recursively descending through my bone chain in ModifyObject() in order to do all of the deformations for that one call? In other words, is it guaranteed that only the root bone gets called and this is how to proceed?

      3. Do I need both the OBJECT_MODIFIER and OBJECT_HIERARCHYMODIFIER flags set?

      Anything you can add would be appreciated.

      Thank you,

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 30/01/2006 at 07:12, xxxxxxxx wrote:

        Okay, I'll answer these myself. 😉

        1. Yes, this is ModifyObject(). Don't know about the others yet, but it is only called on the root 'bone'.

        2. Yes.

        3. Yes.

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