point coordinates of joint animated object
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/06/2010 at 02:04, xxxxxxxx wrote:
How do you access the deformed mesh? Usally you have to perform a Current State To Object to obtain the deformed mesh.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/06/2010 at 02:18, xxxxxxxx wrote:
I am using this:
//get the linked object BaseObject* baseMesh = ToPoly((PolygonObject* )(bc->GetLink(BASEMESH,doc))); PolygonObject* cloneOfBase = NULL; if (baseMesh->GetType()==Opolygon || baseMesh->GetType()==Opoint) { cloneOfBase = static_cast<PolygonObject*>(baseMesh->GetClone(0, NULL)); } else { cloneOfBase = op->GetAndCheckHierarchyClone(hh,baseMesh,HCLONE_ASPOLY,&dirty,NULL,FALSE); }
cheers,
Ello -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/06/2010 at 03:48, xxxxxxxx wrote:
You can't simply use the PolygonObject. You must first perform a Current State To Object. This is done with SendModelingCommand(). GetAndCheckHierarchyClone() on the other hand should take care of it when the linke dobject is not a polygon object. Does it work if the linked object is not a polygon object and deformed by a deformer?
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/06/2010 at 03:59, xxxxxxxx wrote:
yes, it works.. but with joints you need to have a polygon object. so i need to use currentstate to object.. i'll try it out
thank you for the hint
cheers,
ello -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/06/2010 at 11:45, xxxxxxxx wrote:
Hi, I got it working. However, i have now a memory leak and i dont know what i need to free?
Using MCOMMAND_CURRENTSTATETOOBJECT returns an AtomArray and the SDK tells me that i need to free it afterwards. GeFree seems not to work here..thanks for your input..
Ello
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/06/2010 at 21:38, xxxxxxxx wrote:
AtomArray::Free(array);
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 30/06/2010 at 21:55, xxxxxxxx wrote:
thank you. it already worked, there did just another leak pop up due to the change i made
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/07/2010 at 23:19, xxxxxxxx wrote:
Another similar problem occurs when i clone objects that are animated by joints.
how can i clone objects which are animated by joints and apply positions and rotations to them??
do i need to use MCOMMAND_CURRENTSTATETOOBJECT in this case, too? this could get performance hungry for a bunch of clones...thanks for any further input.
cheers,
ello -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/07/2010 at 03:47, xxxxxxxx wrote:
Yes, you need to use MCOMMAND_CURRENTSTATETOOBJECT in this case too. Whenever you need to access the deformed mesh you have to use MCOMMAND_CURRENTSTATETOOBJECT, at least in cases where you can't be sure that all caches are build. This is the case in GetVirtualObjects().
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/07/2010 at 03:49, xxxxxxxx wrote:
thank you for the info. i am quite curious how this will affect the performance
cheers,
ello