Viewport not updating after Adding a key
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/04/2011 at 16:09, xxxxxxxx wrote:
I have this little bit of code:
curKeyDict=curve _.AddKey(doc.GetTime())
curKey=curKeyDict["key"]
curKey.SetValue(curve _, curValue)
curKey.SetTime(curve _, doc.GetTime())Which just basically adds a key to a curve, sets the value and the time. However, the viewport does not update. The Key gets added properly and I see it, but I still have to press A to refresh the view to show the changes on the object. Does anyone know what I need so I don't have to refresh it? I've tried EventAdd() but that's not doing it. I also tried DrawViews() but that too didn't work.
Can anyone help me out here?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 02/04/2011 at 18:57, xxxxxxxx wrote:
Two methods off the top of my head:
c4d.EventAdd(c4d.EVENT_ANIMATE)
or
c4d.CallCommand(12147)# Redraw-ScottA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/04/2011 at 01:59, xxxxxxxx wrote:
Cheers Scott,
The EVENT_ANIMATE method seems to work. I don't know why I didn't use that one, I think I thought it would make the thing start playing...which in retrospect was pretty stupid of me. Shoulda thought of just calling the Redraw command, doh!
Thanks mate
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/04/2011 at 07:07, xxxxxxxx wrote:
You're welcome.
Thanks for posting your custom GUI example. I learned something new with that one.
-ScottA