Coordinates of Bone tip and root
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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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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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.)