Correct points for collision detection
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/07/2003 at 16:04, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.100
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;---------
How do you get the correct end result points on a boned or morphed object at a given time to have the right local coordinates (plus object matrix) to be able to do collision detection?I'm only getting the initial values from the polygon object point array. How do I get access to the virtual object?
David
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/07/2003 at 16:07, xxxxxxxx wrote:
where do you access the points? Modifier? Have you translated the point to the correct object space? (i.e. vadr[i]*op->GetMg())
Best
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/07/2003 at 16:20, xxxxxxxx wrote:
I have the global matrix, which gives me the changes to the whole object, but I don't have the changes caused by morphs and bones, the 'virtual' output of another deformer. I see only the base object.
How can I recognize and find the object output by the deformers that is being displayed to the user?
David
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/07/2003 at 17:00, xxxxxxxx wrote:
where do you access the points? If you do so in a modifier you can directly access the virtual object. Otherwise you will need to use a SendModelingCommand to convert the object to get the actual point position....
Best
Samir -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 21/07/2003 at 20:51, xxxxxxxx wrote:
I'm accessing them from a modifier on ANOTHER object, trying to find collisions. So I see MY virtual points, but not theirs (may be more than one - but only two right now).I'm going to go search for SendModelingCommand as see where that leads.
Thanks!
David