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    SDSObject in GetVirtualObjects()

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 02/11/2006 at 06:20, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.6 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Hi,

      how can I access the subdivided mesh of an object that is in a hypernurbs object within GetVirtualObjects()?

      It seems all the caches are not yet built in GetVirtualObjects and therefore the SDSObject always returns NULL. So, what´s the possible approaches to safely get the subdivided mesh?

      Thank you!

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      • H Offline
        Helper
        last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 07/11/2006 at 06:02, xxxxxxxx wrote:

        One week later. Helloooo? Anybody there? Support? Should be a fairly easy question since HN is in C4D for...how many years? 🙂 Please I want to know!

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        • H Offline
          Helper
          last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 08/11/2006 at 02:55, xxxxxxxx wrote:

          Did you try the GetHierachyClone and GetAndCheckHierachyClone functions? If you have to use the CurrentStateToObject function make sure to clone the objects to a new dummy document and call CurrentStateToObject for this dummy document.

          cheers,
          Matthias

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          • H Offline
            Helper
            last edited by

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 08/11/2006 at 03:03, xxxxxxxx wrote:

            nono, you misunderstood. I want the subdivided mesh of a polygonobject that is in a HyperNurbs! I don´t want the user to input the hypernurbsed mesh because I need the indices of the unsubdivided mesh, but the surface of the subdivided mesh.

            Just as Hair is doing it. Input the polygonobject in a HN and hair puts the guides on the hypernurbsed mesh. So there must be a way to access the Hypernurbsed mesh and get information from it, so that you can work with the corresponding vertices, edges etc.

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            • H Offline
              Helper
              last edited by

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

              On 08/11/2006 at 13:10, xxxxxxxx wrote:

              From what I remember David saying, he had no elegant way of getting the mesh. As you've noticed, if the caches are not built yet, that is not a possible way to access the data.  I'm afraid I don't know the details of how he did it.
              On the other hand, I think I don't really understand what you mean. Just like Matthias, I thought that you could simply use GetAndCheckHierachyClone() or in the worst case CurrentStateToObject? Why doesn't this work?

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              • H Offline
                Helper
                last edited by

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

                On 08/11/2006 at 15:56, xxxxxxxx wrote:

                Performance. 🙂 It would require me to convert both the polygonobject with CurrentStateToObject (to get it´s deformed state too, which is NOT returned with GetHierarchyClone()!) and then also the HyperNurbs Mesh (as also here GetHierarchyClone() does not return the deformed mesh).

                Depending on the input object, this can take pretty long. Ok, this would somehow be acceptable, but this wouldn´t help me that much, as I have no relational information about which edge, poly and point is the corresponding edge,poly and point of the subdivided object.

                And I need both meshes. The vertices of the low-poly object and the HN mesh for the surface and relational information.

                Is this comprehensible. I am not sure. 🙂

                I already thought about calculating the vertices normals and get the nearest point along the reverted normal. But that probably won´t work for all meshes and already sounds unsafe. 😕

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                • H Offline
                  Helper
                  last edited by

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

                  On 16/11/2006 at 00:38, xxxxxxxx wrote:

                  I think this is impossible to do without initiating the calculation yourself, since if the caches are not built that means the calculation hasn't been done yet. Some clever caching could be adopted for performance, I guess. Please chime in if you have managed to get this going in any other way, but I can't think of any other way.

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                  • H Offline
                    Helper
                    last edited by

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

                    On 16/11/2006 at 06:01, xxxxxxxx wrote:

                    ok, thanks Mikael. I´ll see what I can do about it.

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