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    Access UVWPoint Selections

    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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/02/2010 at 04:24, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:      
      Language(s) :

      ---------
      Hi all,

      does anybody know how I can access UVW Point selections made within a texture view? As A 3D point can have more than one representations in UVW space I cannot use the point selection to determine witch UVW point is selected.

      Best Manuel

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/02/2010 at 04:25, xxxxxxxx wrote:

        Sorry, forgot to mention that I'm using the 11.5 C++ SDK

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/02/2010 at 04:33, xxxxxxxx wrote:

          Please check the GetActiveUVSet() function and the TempUVHandle structure.

          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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/02/2010 at 04:45, xxxxxxxx wrote:

            Thanx Matthias, I'll check these

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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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 11/02/2010 at 10:15, xxxxxxxx wrote:

              Hi again,

              I tried it and it kinda works. But why does the following code only prints zeros to the console even if I use a valid UV set? Ideas?

                
              TempUVHandle* thandle = GetActiveUVSet(doc, GETACTIVEUVSET_UVWS);   
                   if (!thandle) return FALSE;   
                   LONG polycnt = thandle->GetPolyCount();   
                   UVWStruct* uvwpointer = thandle->GetUVW();   
                   if (!uvwpointer) return FALSE;   
                
                   for (LONG i=0; i<polycnt; i++)   
                   {   
                        UVWStruct thestruct = uvwpointer[i];   
                        GePrint(LongToString(i) + "---" + LongToString(thestruct.a.x)+ LongToString(thestruct.a.y)+ LongToString(thestruct.a.z));   
                   }   
                      
                   FreeActiveUVSet(thandle);   
              

              cheers mnu

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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 11/02/2010 at 10:39, xxxxxxxx wrote:

                sorry for bothering you. NOOOOOOOOB mistake. RealToString ist better in this case 😉

                cheers mnu

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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 17/02/2010 at 12:40, xxxxxxxx wrote:

                  See this post.

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