Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
MObject from 'objectId ' ?

MObject from 'objectId ' ?

2003-11-25       - By Rob Hughes

 Back
Reply:     1     2     3     4     5     6     7     8  

Hi,

I had this problem a couple of years ago and eventually came up with the
following solution (which I am afraid is not very elegant).  You will have to
forgive me if I am little vague as it was a while ago now that I did it.

Basically you have to triangulize your whole scene and then store it into some
format of your own, ordered in primitive id order.  There is some code from an
archive thread about this.  Now when rendering you can look up the primitive id
in each of your shape structures and can compare the vertex positions of the
triangle being rendered with the vertex positions you have previously stored.
Now if you have a match, you can associate the object id with the shape.  Next
time you get an object id which has already been found you obiously don't need
to go through the search process again.

Nurbs surfaces will need to be triangulized first, there is a mel command
(although I can not remember off the top of my head what it is) which will
triangulize them the same way as they are going to be rendered.   I never got
as far as doing subd's!

So there you go, not very clean, but it works.

Rob




-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---
List-help: <mailto:listar@(protected)?Subject=help>
List-archive: <http://www.highend3d.com/maya/devarchive/>