Cindigo 0.9 - beta 1

Announcements, requests and support regarding the Cinema 4D exporter
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Marcofly
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Post by Marcofly » Tue Sep 18, 2007 10:57 pm

i think it happens when you select the null object and try to scale it. if you select the sub_objects (but not the null) and scale them, it should work..

didn't try with your scene, though..

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Zom-B
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Post by Zom-B » Wed Sep 19, 2007 2:20 am

fused wrote:@ZomB:

that is really strange behaviour. i will have a look at it. no idea where the problem is...
OK Guys I just found a way to avoid this! 8)

I just reseted the XYZ values of the Axis for each mesh (and each null_objekt etc. that contains one!) to 0!
Doing this the meshes get exported the right place AND the right size...

It seems you have to add a "on-export-Axis-0-reset" for rotation & position of the axis to avoid this issue...

BTW: Blending of materials seems broken... :(
Blends gets only exported like this: <material />

*** EDIT ***
It seems that (some) Null_objects are evil also after reseting their Axis to Zero there are still issues, you have to put all meshes back to the root, and everything get placed right in Indigo...
polygonmanufaktur.de

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fused
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Post by fused » Fri Sep 21, 2007 10:28 pm

ZomB wrote:OK Guys I just found a way to avoid this! 8)

I just reseted the XYZ values of the Axis for each mesh (and each null_objekt etc. that contains one!) to 0!
Doing this the meshes get exported the right place AND the right size...

It seems you have to add a "on-export-Axis-0-reset" for rotation & position of the axis to avoid this issue...

BTW: Blending of materials seems broken... :(
Blends gets only exported like this: <material />

*** EDIT ***
It seems that (some) Null_objects are evil also after reseting their Axis to Zero there are still issues, you have to put all meshes back to the root, and everything get placed right in Indigo...
blends are fixed for the next version.

there has always been trouble with null-objects... rotation, scale, position... its pretty complex to get that all right, but i didnt have the time for that in the past.

"on-export-Axis-0-reset" was in the first version of cindigo, but i decided to use the real position of an object, because this will not work with the animation support planned for the future (not the near future).

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Zom-B
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Post by Zom-B » Sat Sep 22, 2007 12:36 am

fused wrote:"on-export-Axis-0-reset" was in the first version of cindigo, but i decided to use the real position of an object, because this will not work with the animation support planned for the future (not the near future).
Oh I see...

But perhaps this "on-export-Axis-0-reset" could be a workaround until animation support gets started.
This rotation/position issue is the only bug that is really annoying in Cindigo, and make it more difficult working with it.
polygonmanufaktur.de

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Kram1032
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Post by Kram1032 » Sat Sep 22, 2007 4:55 am

what about auto doing that for every single frame? :)
(applying object's scale and rotation - a very important blender short cut^^)

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fused
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Post by fused » Sat Sep 22, 2007 5:08 am

ever used c4d?

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Kram1032
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Post by Kram1032 » Sat Sep 22, 2007 5:54 am

nope, I just hoped, that it might be kinda the same...
so, it isn't? :?
Then, the problem might be harder to solve...

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