Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Activate/deactivate bones

    SDK Help
    0
    3
    259
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 17/09/2007 at 06:29, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.6 
      Platform:   Windows  ;   
      Language(s) :   C.O.F.F.E.E  ;

      ---------
      Hello everyone,
      I think this is a beginner-question but as i am a beginner perhaps I might ask it sin spite of this:
      i have got a Meshobject with bones under it. I want to duplicate the mesh joined together with another meshobject and duplicate the bones afterwards that i find under my first mesh.
      The duplication and joining works fine. But I realized that cloning the boneskeleton and than insert it under my new mesh leads to a smaller scaled new skeleton, because the bones are still active during cloning (I get the same effect if I try this manually in the editor).
      When I manually decativate the bones (unifx bones) before I copy the hierarchy and insert them under my new mesh and then fix the bones there again everything ist perfect.
      So I wanted to do it the same in my coffeeplugin. I found a containervalue ID_BASEOBJECT_GENERATOR_FLAG that seems to represent the bones status fixed/unfixed. But it seems you cannot change this value via coffee nor read it (result is null).
      So my question: How do I unfix a fixed boneskeleton of a mesh-figure before cloning/the cloned bone-skeleton itself with a coffeescript?
      I searched in my Coffee SDK 95 but it seems to describe only a small amount of objects that are available in Cinema.
      Thanks in advance for your tipps,
      best whishes,
      Coffejunkie

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

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

        On 17/09/2007 at 07:12, xxxxxxxx wrote:

        this seems to work for me:

        //op is the selected bone
        var op = doc->GetActiveObject();
        if(!op) return;
        op#ID_BASEOBJECT_GENERATOR_FLAG = FALSE;

        cheers,
        Matthias

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

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

          On 18/09/2007 at 08:31, xxxxxxxx wrote:

          Hello Matthias,
           
          thanks a lot. I will try it like this.
          Greetings,
           
          Coffejunkie

          1 Reply Last reply Reply Quote 0
          • First post
            Last post