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alexcurtis
11-12-2010, 11:22 AM
Hi,

I have built a c++ plugin that pulls mesh data out of the DAG and converts it to a different data structure. Everything works great for meshes that havn't been skinned.

At the moment I seem to be pulling both the original mesh and the animated/skinned version, which is not what I want. I just want to skinned version in world space.

Currently I am doing a simple loop using the MItDag. Im assuming that I am going to need to go through a Mesh Node's connections.

I seem to be stuck on this one. I have tried several approaches but none have worked.

Thank you for your help,

Cheers,
-Alex

Robert Bateman
11-12-2010, 01:43 PM
Ignore shapes that have the isIntermediateObject flag set to true.

alexcurtis
11-12-2010, 02:14 PM
Ignore shapes that have the isIntermediateObject flag set to true.

Hi,

Thank you for your response.

I have tried that function within the mesh handler

MStatus returned_status;

MFnMesh mesh(dag_path, &returned_status);

if(mesh.isIntermediateObject())
return returned_status;


However I am still getting the same problem.

Cheers,
-Alex


EDIT::::

Ok. There must be something odd in that scene.

If I create a really simple skinned pipe. Your solution works great!

Hmmm... i wonder what could be causing the problem with this particular scene.

-Alex

Robert Bateman
11-12-2010, 02:28 PM
Hmmm... i wonder what could be causing the problem with this particular scene.

Someone has obviously authored it that way (and then probably used the visible flag to hide it rather than re-enabling is intermediate object)

alexcurtis
11-12-2010, 03:06 PM
Someone has obviously authored it that way (and then probably used the visible flag to hide it rather than re-enabling is intermediate object)

Yep. You are right.

Thank you for your help!

-Alex

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11-12-2010, 03:06 PM
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