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    point coordinates of joint animated object

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 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

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 30/06/2010 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

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 30/06/2010 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

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 30/06/2010 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

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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 30/06/2010 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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              • H Offline
                Helper
                last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 30/06/2010 at 21:38, xxxxxxxx wrote:

                AtomArray::Free(array);

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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 30/06/2010 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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                  • H Offline
                    Helper
                    last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 02/07/2010 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

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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 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

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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 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

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