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    math: project point on a poly

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    • H
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 11/06/2004 at 10:34, xxxxxxxx wrote:

      well,thanks for your answer..

      your probably right, especially about the poly vs triangle thing..
      ..didnt think of that before x-|

      what i am actually trying to do with my plugin
      is make a multispline stick to a deformable mesh..

      like when i make a spline-beard around a poly selection
      and then make some facial expression morphing with the head, the beard stays attached to the poly-selection..

      well maybe there's another solution somewhere..
      or somebody else already did it!

      thanks anyway,
      and have a good time all,

      devel

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      • H
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 11/06/2004 at 11:24, xxxxxxxx wrote:

        Don't 100% understand the question, but maybe you could use the GeRayCollider class.
         
        Its a class used to check if a ray has intersected a polygon, and it returns a whole great deal of information, the point of intersection, the polygons normal, etc
         
        The xpresso ray collider node is very useful to experiment with

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        • H
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 11/06/2004 at 12:03, xxxxxxxx wrote:

          thanks ill read it up in the manual and play around some,
          but it looks like it can only check collision between ray(line) and object and i need to check collision ray/poly..

          --edit---

          ..should have read the manual BEFORE posting...

          looks like the node can return the poly that was hit by the ray...

          so thanks again, looks like this might work! 😄

          cheers,
          devel

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          • H
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 11/06/2004 at 12:18, xxxxxxxx wrote:

            Yes its for object, but objects are made out of polygons right?
             
            Its also not that hard to check if a point is inside a polygon, there are many ways to do it.
             
            http://www.gametutorials.com/Tutorials/opengl/OpenGL_Pg3.htm
             
            I learn't all I know about polygon detection from that site
             
            1. Line Segment and Plane Collision
            2. Line Segment and Polygon Collision
             
            The source code contains a very good explaination on what is happening. Its easy to convert into c4d too, because sdk already has great vector operations 🙂

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            • H
              Helper
              last edited by

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

              On 11/06/2004 at 14:00, xxxxxxxx wrote:

              thanks, i'll check it out..

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              • H
                Helper
                last edited by

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

                On 12/06/2004 at 01:57, xxxxxxxx wrote:

                Quote: Originally posted by devel on 11 June 2004
                >
                > * * *
                >
                > what i am actually trying to do with my plugin
                > is make a multispline stick to a deformable mesh..
                >
                > like when i make a spline-beard around a poly selection
                > and then make some facial expression morphing with the head, the beard stays attached to the poly-selection..
                >
                >
                > * * *

                what i understood is that you need something that always stays at the same place on top of a (deformable) surface, right? In my opinion you should do this with the uv-coordinates of the poly. else you are getting problems with the right position when the shape of the poly is changing! I don´t know if there is any function in the sdk that extracts you the 3d-coordinates with the input of a poly and the uv-coordinates!

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                • H
                  Helper
                  last edited by

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

                  On 12/06/2004 at 02:07, xxxxxxxx wrote:

                  hmm, sounds like a good idea..

                  i'm not quite sure how to do it right now,
                  but im im just gonna play around with uv now, might
                  turn out to be easier than what i had in mind first..

                  thanks for the hint,
                  devel

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                  • H
                    Helper
                    last edited by

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

                    On 12/06/2004 at 02:46, xxxxxxxx wrote:

                    bad idea. This would require the object to always have accurate UV coords which is not always the case (some don´t even have any UVs assigned)

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                    • H
                      Helper
                      last edited by

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

                      On 12/06/2004 at 02:55, xxxxxxxx wrote:

                      yeah thats right,
                      but i actually need this plugin for my fully textured head (with complete uvw's), so that shouldnt be a problem..

                      on the other hand, that wouldnt make it very handy in terms of general usefulness (e.g. for other people) i guess...

                      well, so how'd you do it?

                      the problem is indeed to get the right coordinate on the poly, when the mesh has deformed..

                      greetings,
                      devel

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                      • H
                        Helper
                        last edited by

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

                        On 12/06/2004 at 03:05, xxxxxxxx wrote:

                        Well, actually I already did this ;o) I am using this for my own plugin DPInstantTree (for it now has hair support) and so I wrote such a plugin some days ago. I am triangulating the object and then calculate the initial position on the triangle (as written a tri is always planar) and stick it to this position. Actually not that complicated. Do a google search for the position in a triangle. It´s more than easy.
                        Good luck

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                        • H
                          Helper
                          last edited by

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

                          On 12/06/2004 at 03:06, xxxxxxxx wrote:

                          when deforming the barrycentric coords of the poly do change too (maybe maxx meant these coords by uv coords) so it works here too.

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                          • H
                            Helper
                            last edited by

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

                            On 12/06/2004 at 03:21, xxxxxxxx wrote:

                            alright thanks Samir,
                            gonna check it out..

                            greetings,
                            devel

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