Rotate all Groups
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/02/2010 at 03:11, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 11.028
Platform: Windows ;
Language(s) :---------
Ok, my first post!I got a problem by exporting all my models into an other 3D application (DeltaGen from RTT).
I use the FBX exporter and I need to have turned all models 90° (P). DeltaGen uses Z-up not Y-up!
This opperation is just one step of a bigger process before exporting.
I want my 40 user not to do everytime the same steps.So this little script I worked hardly out works only on one selected group.
But if you select more then one group ... nothing happend.Could someone tell me what to write in my script for rotating all models P=90°?
main(doc,op)
{
/* Reset object rotation */
var rotation = vector(0,1.5708,0);
op->SetRotation(rotation);
}Many thanks
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/02/2010 at 06:49, xxxxxxxx wrote:
You need to iterate thru all selected objects
by searching for the selection bit.Look at this and you should be on your way:)
var op = doc->GetFirstObject(); if(!op) return; while(op) { if(op->GetBit(BIT_AOBJ)) op->SetRotation(vector(0,PI/2,0)); op = op->SearchNext(BIT_AOBJ); }
Cheers
Lennart -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/02/2010 at 07:22, xxxxxxxx wrote:
Thanks a lot Lennart
You r the man!
But now there is one small thing left.
When I take the command "select all" from the object manager, it also selects all children.
I do not know how to tell the program only to take the major group of every tree in the scene.Could you help me with this command to?
Many many thanks, you help me to save a lot of time.
Greets Andy
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/02/2010 at 07:29, xxxxxxxx wrote:
Originally posted by xxxxxxxx
I do not know how to tell the program only to take the major group of every tree in the scene.
You have to iterate through your scene, something like this:
main(doc,op) { var obj = doc->GetFirstObject(); for (; obj; obj = obj->GetNext()) { //do something with obj, it's the topmost parent of each group } }
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 17/02/2010 at 07:52, xxxxxxxx wrote:
Ok, Matthias
I do think I m not quiet good in programming, so I tried it out and had no result.
So I took the rotate script and made a callcommand out of this input.
Then combined some commands (select all->group all-> rotate -> ungroup->delete empty Group)
this works! It is not nicely solfed, this problem, but solved in a way!So could you finally help me to make a plugin out of this command jungle so I can share it to our users? Will such a plugin work where I used a callcommand which came out of a script?
I never created a plugin my self. But I already reached to get a Plugin ID!
Thanks a lot for your help!Regards Andy
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 19/02/2010 at 03:50, xxxxxxxx wrote:
Ok , I got a result that works!
Look at this:
{
var obj = doc->GetFirstObject();for (; obj; obj = obj->GetNext())
{
// if(obj->GetBit(BIT_AOBJ))
obj->SetRotation(vector(0,PI/2,0));
}
}So could you tell me how to make a plugin out of it?
So i can share this to my users?Thanks again
-
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 19/02/2010 at 05:27, xxxxxxxx wrote:
Scripts are just like MenuPlugins. Please check the COFFEE docu for MenuPlugin.
To convert your script you just put the script code into the menu plugins Execute() method and return the unique plugin ID in the GetID() method.
Something like this:
class YourMenuPlugin : MenuPlugin { public: YourMenuPlugin(); GetID(); GetName(); GetHelp(); Execute(doc); } YourMenuPlugin::YourMenuPlugin() { // Call the parent constructor super(); // TODO: Initialize any local variables etc. } YourMenuPlugin::GetID() { return YOURPLUGINID; } YourMenuPlugin::GetName() { // TODO: Return the text of the menu entry return "Your plugin's name"; } YourMenuPlugin::GetHelp() { // TODO: Return a help text that's displayed when the menu item is selected return "Some help text"; } YourMenuPlugin::Execute(doc) { // Called when the menu item is chosen var obj = doc->GetFirstObject(); for (; obj; obj = obj->GetNext()) { // if(obj->GetBit(BIT_AOBJ)) obj->SetRotation(vector(0,pi05,0)); } } ///////// // Main main() { Register(YourMenuPlugin); }
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/02/2010 at 00:35, xxxxxxxx wrote:
Some corrections to the plugin (missing refresh). Also it has now an icon and is undoable.
var icon; class YourMenuPlugin : MenuPlugin { public: YourMenuPlugin(); GetID(); GetName(); GetHelp(); GetIcon(); Execute(doc); } YourMenuPlugin::YourMenuPlugin() { // Call the parent constructor super(); // TODO: Initialize any local variables etc. } YourMenuPlugin::GetID() { return YOURPLUGINID; } YourMenuPlugin::GetName() { // TODO: Return the text of the menu entry return "Your plugin's name"; } YourMenuPlugin::GetHelp() { // TODO: Return a help text that's displayed when the menu item is selected return "Some help text"; } YourMenuPlugin::GetIcon() { // return the icon's bitmap; return icon; } YourMenuPlugin::Execute(doc) { // Called when the menu item is chosen var obj = doc->GetFirstObject(); doc->StartUndo(); //start collecting undo steps for (; obj; obj = obj->GetNext()) { doc->AddUndo(UNDO_OBJECT_BASEDATA, obj); //add an undo obj->SetRotation(vector(0,pi05,0)); obj->Message(MSG_UPDATE); } doc->EndUndo(); //end undo collection EventAdd(); } ///////// // Main main() { icon = new(BaseBitmap,1,1); var fn = GeGetRootFilename(); fn->RemoveLast(); fn->AddLast("res"); fn->AddLast("icon.tif"); icon->Load(fn); Register(YourMenuPlugin); }
cheers,
Matthias