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    Example for polygonizing an object tree [SOLVED]

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    • H
      Helper
      last edited by

      On 13/02/2015 at 16:55, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:    
      Platform:      
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      ---------
      Hi!

      I've been spending the last 1 hour searching for the example I remember only slightly from the
      C++ documentation that shows how recursively traverse the object tree and reading all the polygonal
      caches from generator objects, etc. but I just can not find it any more.

      It took care of excluding objects that are being used as input objects by generators. The problem I am
      having with this is, that the BIT_CONTROLOBJECT bit seems to be set not only on objects that have
      been touched by a generator object, but also on the generator object itself, making it indistinguishable
      for me whether a generator object is just generating, or is also the input object of another generator.

      Anybody remember where that snipped is hiding?

      Thanks 🙂

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      • H
        Helper
        last edited by

        On 14/02/2015 at 00:10, xxxxxxxx wrote:

        Hi Niklas,
        maybe it's this piece of code in the BaseObject::GetCache() description?

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        • H
          Helper
          last edited by

          On 14/02/2015 at 05:50, xxxxxxxx wrote:

          How on earth could I overlook it? I was even checking GetDeformCache().
          Thank you, Andreas 🍺

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