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    Key frame animation

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 18/04/2011 at 07:03, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   12 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      I have a generator plugin that create copies of objects (hierarchy, brench and animation included).
      The plugin then uses the Execute method to move and rotate the created objects (changing their global matrix runtime, the plugin doesn't create keys).
      It works properly, the plugin move the objects when the animation is activated.
      The problem born when an object own some animation keys.
      In practice, for example, if I generate copies of a NULL object that contains a polygonal object on which acts a BEND deformer, all work well till then BEND deformer isn't animated. If I create some keys in the original BEND deformer of the STRENGTH parameter, then all created objects remain still until the last BEND key is executed.
      Initially I thought it was a matter of priority, but in the method AddToExecution I have tried almost all possibility but the result doesn't change?
      Any idea?

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 27/04/2011 at 09:01, xxxxxxxx wrote:

        Ok I found the problem, was a bug in my code inside the GetVirtualObjects method, sorry!
        Now I solved this but there is something that doesn't work anyway.
        Probably has to do with something that I did not understand in the SDK philosophy (one of the many)!
        My generator plugin has to create copy of Obects, to do this I use GetClone method using this code:

        AutoAlloc<AliasTrans> trans;
        trans->Init( doc );
        nclone = (BaseObject* )Orig->GetClone(COPYFLAGS_0,trans);
        trans->Translate(TRUE);
        nclone->InsertUnderLast(main);

        It seems that certain objects are not copied well, for example the objects that uses joints and Skin, the joints have their animations but the mesh isn't deformed.
        If instead of clones I make instances copy, all seems working well?
        Something wrong in creating the copies, or what?

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