Editor Display of deformed objects
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 14/05/2005 at 12:42, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.5+
Platform: Mac OSX ;
Language(s) : C++ ;---------
Hello,maybe I am missing something obvious, but what has to be done within a Tool plugin to keep the active object in deformed state even when working in point mode (as Claude Bonet painting works) ?
I thought that "cds.editmode=true;" in DisplayControl would do this, but it doesn't seem to do anything.
Thanks for any help. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/10/2005 at 20:51, xxxxxxxx wrote:
Howdy,
I'm looking for an answer to this, also. In the R9 SDK documentation, I found the flag PLUGINFLAG_TOOL_EDITSTATES, but that only seems to keep the deformed mesh from jumping back to its original shape when switching to points mode. The tool will still not select the points in their deformed positions.
Can someone point me in the right direction?
Adios,
Cactus Dan -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 19/10/2005 at 10:00, xxxxxxxx wrote:
You can get the deformed object by op->GetDeformCache()
It should be straight forward when dealing with simple polygon objects, but more complicated when generators are involved.One thing i would like to know is how deformed editing actually works, because to my knowledge, all kind of caches are read only.
Btw.. have you seen the ViewportSelect class. I just found it and it looks invaluable for making tools, and also seems to support deformed objects.
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 19/10/2005 at 14:51, xxxxxxxx wrote:
Howdy,
Thanks Michael. That works!
I was under the impression that you weren't supposed to access the deform cache, but since it's only using it for reference, I reckon it's OK?
Adios,
Cactus Dan