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    Export skeletal animation

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 18/10/2005 at 02:27, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9 
      Platform:      
      Language(s) :     C++  ;

      ---------
      Hello,
      how can I get all vertices compound to a bone to export the complete skeletal animation(bones, bones attributes, keyframes, vertices, ploygons, ...) to a file?
      I need the compound bone vertices to know which vertices must be animated later in the 3d engine.
      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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/10/2005 at 10:53, xxxxxxxx wrote:

        If you mean which vertices are affected by the bone algorithm, I don't think this is available. If you just mean the vertex map data you can get it by finding the first restriction tag on the bone, then looking for vertex maps on the objects and read them as VariableTags.

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 20/10/2005 at 09:51, xxxxxxxx wrote:

          Thanks for the answer.
          I will try to reword it. I have a primitive cube with segments (x=15,y=15,z=15). I created 2 bones and scaled them to fit in the cube. Cube with child bone1, bone1  with child bone2. Bone1's fixation is "fix with children". When bone1 is rotated the whole cube rotate. Bone2 deform just the lower part of the cube.
          When I export the whole hierarchy to a file, I iterate through the objectlist and export the cube, bone1 and bone2 with their attributes but how do I know which vertices of the cube must transformed when bone2 is rotated?
          Do I get this information by the vertex map?
          Milkshape3D exports the bones and every vertex owns an index to a bone. When you transformed the bones, you just iterate through the vertex list and get the information how to transform it by the bone index.

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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 20/10/2005 at 11:31, xxxxxxxx wrote:

            Do I get this information by the vertex map?

            If you are using vertex maps, yes. There are other ways for C4D bones to deform objects: by Function (1/r^2, for instance) and 'Limit Range'. These are algorithmic in determining the bones influence thereby requiring a knowledge of the workings of the algorithms.

            If I remember correctly, vertex maps can only be used on polygon/point objects. Primitives and such cannot have vertex map tags assigned since there are no 'real' vertices to which the vertex map can be assigned. If Milkshape3D is doing the same, then you'll need to convert the Cube primitive into a polygon object (MakeEditable or 'C' on the keyboard) and then you can assign a vertexmap (etc.).

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