Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python 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
    • Recent
    • Tags
    • Users
    • Login

    Recording entire hierarchy

    Scheduled Pinned Locked Moved SDK Help
    3 Posts 0 Posters 277 Views
    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 Offline
      Helper
      last edited by

      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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

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

        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.

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

          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

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