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    Coordinates of Bone tip and root

    SDK Help
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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 17/02/2004 at 07:08, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.200 
      Platform:      
      Language(s) :   C.O.F.F.E.E  ;   XPRESSO  ;

      ---------
      Hello!

      Is it possible to retrieve the coordinates of the tip and the root of a bone with COFFEE?

      Thanks

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 18/02/2004 at 04:32, xxxxxxxx wrote:

        I found out that the coordinates of the root corresponds to the value retrieved from the GetPosition() function. Can someone tell me how to calc. the coordinates of the tip?

        Thanks

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/02/2004 at 19:25, xxxxxxxx wrote:

          Bones extend along the Z axis, so just get the length and go that distance along the Z axis:

              
              
              Matrix m = obj->GetMg(); // Or GetMl() for the local coordinates  
              Real length = obj->GetDataInstance()->GetReal(BONEOBJECT_LENGTH);  
              Vector tip = m.off + !m.v3 * length;
          
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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/02/2004 at 19:26, xxxxxxxx wrote:

            (Come to think of it, perhaps that ! for normalization shouldn't be there. I haven't checked if a bone with deformed coordinates axes calculates its length with the normalized or unnormalized axes.)

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 20/02/2004 at 01:03, xxxxxxxx wrote:

              Thanks Mikael! Let me know if you have any info about the normalisation

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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 20/02/2004 at 01:49, xxxxxxxx wrote:

                Hmm...

                //snippet

                var m = obj->GetMG();

                println(m.off); //creates a sytax error!!

                I think this member only exist in C++. Do you have an equivalent in COFFEE for me?

                Thanks

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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 22/02/2004 at 17:17, xxxxxxxx wrote:

                  In C.O.F.F.E.E. that would be m->GetV0() and m->GetV3(), ! would be vnorm().

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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 22/02/2004 at 17:19, xxxxxxxx wrote:

                    Normalization would be easy to find out. Just test it with a bone that you have scaled (using the animation tool, not the model tool) and see which one works. (The one with vnorm()/! or the one without.)

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