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    SetUniqueIP

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 27/07/2004 at 13:40, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.503 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      What is the appropriate use of this?

      I assume that the IPs only need to be unqiue for the current hierarchy. I have a generator that takes inputs and generates multiple object hierarchies. In the simplest case I might generate with an input object such as:

      NULL
      1
      1
      1
      1
      1

      Since these are based off particles I assume I would not set a unique IP for NULL and the other obejcts would go in order ( 1, 2, 3, 4, 5 ). If 4 was dropped then it would be ( 1, 2, 3, 5 ). Yes, I did set OBJECT_UNIQUEENUMERATION flag. I am actually having issues that it will freeze up ( loop ) when I go to redner out using anything that uses this infromation ( including the built in Vector Motion Blur ). A working example that uses multiple objects would be very helpful.

      Best Regards,
      darf - coreav

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 30/07/2004 at 12:02, xxxxxxxx wrote:

        We need an answer to this question please.

        regards,
        David Farmer

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 31/07/2004 at 04:13, xxxxxxxx wrote:

          Sorry for the delay, but I've been away for a few days. I'll try to think of a good example, but what would help me the most would be a small samples that crashes the VMB. (Reproducible crashes are always a good way to get developer attention... 🙂
          Also, is there anything wrong with your sample? Should that be 1...5 rather than 1...1? What is input and what is output? Sorry for the confusion...

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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 31/07/2004 at 08:41, xxxxxxxx wrote:

            The 1's are just object names. I explained in the paragraph how I was numbering them. I am just fishing for an SDK example that would use SetUniqueIP correctly.

            Best Regards,
            darf

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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 31/07/2004 at 16:37, xxxxxxxx wrote:

              Ok, so you have one input object ("1") that you create five copies of, some of which are only there some of the time? I'll see if I can reproduce the crash and/or create a working example.

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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 31/07/2004 at 17:10, xxxxxxxx wrote:

                Thank you.

                darf

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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 03/08/2004 at 03:15, xxxxxxxx wrote:

                  SetUniqueIP()
                  I finally got around to trying the SetUniqueIP() thing. However, I couldn't find any problems with vector motion blur. This is the code I had:

                      
                      
                      BaseObject *AtomObject::GetVirtualObjects(PluginObject *op, HierarchyHelp *hh)  
                      {  
                        BaseObject *orig = op->GetDown();   
                          
                        // return if no input object is available  
                        if (!orig) return NULL; 
                      
                      
                      
                      
                        // request polygonized input  
                        hh->AddVFlags(VFLAG_POLYGONAL);   
                          
                        Bool dirty = TRUE;
                      
                      
                      
                      
                        // generate polygonalized clone of input object  
                        BaseObject *main=NULL,*res=op->GetAndCheckHierarchyClone(hh,orig,HCLONE_ASPOLY,&dirty,FALSE,NULL);
                      
                      
                      
                      
                        // if !dirty object is already cached and doesn't need to be rebuilt  
                        if (!dirty) return res;   
                        if (!res)   return NULL; 
                      
                      
                      
                      
                        // group all further objects with this null object  
                        main = BaseObject::Alloc(Onull);   
                        if (!main) goto Error;  
                          
                        {  
                          LONG frame = hh->GetDocument()->GetTime().GetFrame(hh->GetDocument()->GetFps());  
                          for (LONG i = 2; i <= 7; ++i)  
                          {  
                            if (!(frame % i)) continue;  
                              
                            BaseObject* cl = static_cast<BaseObject*>(res->GetClone(0,NULL));  
                            cl->SetPos(Vector(i*100, 0, 0));  
                            cl->SetUniqueIP(i);  
                              
                            cl->InsertUnder(main);  
                          }  
                          blDelete(res);  
                        }
                      
                      
                      
                      
                        return main;
                      
                      
                      
                      
                      Error:  
                        blDelete(res);  
                        blDelete(main);  
                        return NULL;  
                      }
                  

                  I've sent the scene I used to you by email. It animates just fine with VMB.

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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 03/08/2004 at 03:17, xxxxxxxx wrote:

                    (Well, the scene mail bounced because of a full mailbox. It was just a modified atom object, with a cube inside, moving about with VMB turned on.)

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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 03/08/2004 at 06:57, xxxxxxxx wrote:

                      I will work on it.

                      Thanks!

                      Regards,
                      darf

                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

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

                        On 03/08/2004 at 15:05, xxxxxxxx wrote:

                        Ok, let me know how it goes. I also noted that it was instructive to remove the SetUniqueIP() line and the OBJECT_UNIQUEENUMERATION flag, just to see that the VMB didn't work without them (it detects erroneous diagonal movement when objects are removed).

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