Omograph_fracturevoronoi
Attributes
Elements
Example Code
The following code does not use the correct values when setting the data. You should check directly in C4D for the correct values that you should use in place of the ones that are shown.
This code is just to show you how to access the values for getting and setting the parameters.
Python
import c4d
from c4d import gui
def main():
obj = c4d.BaseObject(c4d.Omograph_fracturevoronoi)
doc.InsertObject(obj)
c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
#You can set parameters two different ways.
#First way
obj[c4d.ID_FRACTURE_COLORIZE] = True
obj[c4d.ID_FRACTURE_CREATENGONS] = True
obj[c4d.ID_FRACTURE_GAP] = 0.1
obj[c4d.ID_FRACTURE_GAP_INVERT] = True
obj[c4d.ID_FRACTURE_SHELL] = True
obj[c4d.ID_FRACTURE_THICKNESS] = 0.1
obj[c4d.ID_FRACTURE_HOLLOW] = True
obj[c4d.ID_FRACTURE_AUTOCLOSE] = True
obj[c4d.ID_FRACTURE_SCALE] = c4d.Vector(1.0,1.0,1.0)
obj[c4d.ID_FRACTURE_SAVE_CACHE] = True
obj[c4d.ID_FRACTURE_AUTOMATIC_UPDATE] = True
obj[c4d.ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION] = True
obj[c4d.ID_FRACTURE_SHOWPOINTS] = True
obj[c4d.ID_FRACTURE_VIEWPORTRATIO] = 0.1
obj[c4d.ID_FRACTURE_ACTIVATE_SORTORDER] = True
obj[c4d.ID_FRACTURE_INVERT_SORTORDER] = True
obj[c4d.ID_FRACTURE_SORTORDER] = c4d.ID_FRACTURE_SORTORDER_X
obj[c4d.ID_FRACTURE_SORTORDER_USER_VECTOR] = c4d.Vector(1.0,1.0,1.0)
obj[c4d.ID_FRACTURE_SORT_SPLINESTEP] = True
obj[c4d.ID_FRACTURE_DETAILING_ENABLE] = True
obj[c4d.ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT] = True
obj[c4d.ID_FRACTURE_DETAILING_MESH_DETAIL] = 1
obj[c4d.ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH] = 0.1
obj[c4d.ID_FRACTURE_DETAILING_NOISE_EDGES] = True
obj[c4d.ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE] = 0.1
obj[c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS] = True
obj[c4d.ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES] = True
obj[c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE] = 0.1
obj[c4d.ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES] = 1
obj[c4d.ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE] = True
obj[c4d.ID_FRACTURE_DETAILING_NOISE_TYPE] = c4d.ID_FRACTURE_DETAILING_NOISE_TYPE_BOX
obj[c4d.ID_FRACTURE_DETAILING_NOISE_STRENGTH] = 0.1
obj[c4d.ID_FRACTURE_DETAILING_NOISE_SEED] = 1
obj[c4d.ID_FRACTURE_DETAILING_NOISE_OCTAVES] = 1
obj[c4d.ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE] = 0.1
obj[c4d.ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE] = c4d.Vector(1.0,1.0,1.0)
obj[c4d.ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED] = 0.1
obj[c4d.ID_FRACTURE_DETAILING_NOISE_LOW_CLIP] = 0.1
obj[c4d.ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP] = 0.1
obj[c4d.ID_FRACTURE_GLUE_ACTIVATE] = True
obj[c4d.ID_FRACTURE_GLUE_TYPE] = c4d.ID_FRACTURE_GLUE_TYPE_FALLOFF
obj[c4d.ID_FRACTURE_GLUE_REST] = True
obj[c4d.ID_FRACTURE_GLUE_CLUSTERSIZE] = 1
obj[c4d.ID_FRACTURE_GLUE_CLUSTERSEED] = 1
obj[c4d.ID_FRACTURE_GLUE_DISTANCE] = 0.1
obj[c4d.ID_FRACTURE_GLUE_DISTANCE_SWITCH] = True
obj[c4d.ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION] = True
obj[c4d.ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION] = True
obj[c4d.ID_FRACTURE_CREATE_INSIDE_VERTEXMAP] = True
obj[c4d.ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION] = True
obj[c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION] = True
obj[c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP] = True
obj[c4d.ID_FRACTURE_CREATE_EDGE_SELECTION] = True
obj[c4d.ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION] = True
obj[c4d.ID_FRACTURE_CREATE_EDGE_VERTEXMAP] = True
#Second way, using the base container.
bc = obj.GetDataInstance()
bc.SetBool(c4d.ID_FRACTURE_COLORIZE,True)
bc.SetBool(c4d.ID_FRACTURE_CREATENGONS,True)
bc.SetFloat(c4d.ID_FRACTURE_GAP,0.1)
bc.SetBool(c4d.ID_FRACTURE_GAP_INVERT,True)
bc.SetBool(c4d.ID_FRACTURE_SHELL,True)
bc.SetFloat(c4d.ID_FRACTURE_THICKNESS,0.1)
bc.SetBool(c4d.ID_FRACTURE_HOLLOW,True)
bc.SetBool(c4d.ID_FRACTURE_AUTOCLOSE,True)
bc.SetVector(c4d.ID_FRACTURE_SCALE, c4d.Vector(1.0,1.0,1.0)
bc.SetBool(c4d.ID_FRACTURE_SAVE_CACHE,True)
bc.SetBool(c4d.ID_FRACTURE_AUTOMATIC_UPDATE,True)
bc.SetBool(c4d.ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION,True)
bc.SetBool(c4d.ID_FRACTURE_SHOWPOINTS,True)
bc.SetFloat(c4d.ID_FRACTURE_VIEWPORTRATIO,0.1)
bc.SetBool(c4d.ID_FRACTURE_ACTIVATE_SORTORDER,True)
bc.SetBool(c4d.ID_FRACTURE_INVERT_SORTORDER,True)
bc.SetInt32(c4d.ID_FRACTURE_SORTORDER,c4d.ID_FRACTURE_SORTORDER_X)
bc.SetVector(c4d.ID_FRACTURE_SORTORDER_USER_VECTOR, c4d.Vector(1.0,1.0,1.0)
bc.SetBool(c4d.ID_FRACTURE_SORT_SPLINESTEP,True)
bc.SetBool(c4d.ID_FRACTURE_DETAILING_ENABLE,True)
bc.SetBool(c4d.ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT,True)
bc.SetInt32(c4d.ID_FRACTURE_DETAILING_MESH_DETAIL,1)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH,0.1)
bc.SetBool(c4d.ID_FRACTURE_DETAILING_NOISE_EDGES,True)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE,0.1)
bc.SetBool(c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS,True)
bc.SetBool(c4d.ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES,True)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE,0.1)
bc.SetInt32(c4d.ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES,1)
bc.SetBool(c4d.ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE,True)
bc.SetInt32(c4d.ID_FRACTURE_DETAILING_NOISE_TYPE,c4d.ID_FRACTURE_DETAILING_NOISE_TYPE_BOX)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_STRENGTH,0.1)
bc.SetInt32(c4d.ID_FRACTURE_DETAILING_NOISE_SEED,1)
bc.SetInt32(c4d.ID_FRACTURE_DETAILING_NOISE_OCTAVES,1)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE,0.1)
bc.SetVector(c4d.ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE, c4d.Vector(1.0,1.0,1.0)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED,0.1)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_LOW_CLIP,0.1)
bc.SetFloat(c4d.ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP,0.1)
bc.SetBool(c4d.ID_FRACTURE_GLUE_ACTIVATE,True)
bc.SetInt32(c4d.ID_FRACTURE_GLUE_TYPE,c4d.ID_FRACTURE_GLUE_TYPE_FALLOFF)
bc.SetBool(c4d.ID_FRACTURE_GLUE_REST,True)
bc.SetInt32(c4d.ID_FRACTURE_GLUE_CLUSTERSIZE,1)
bc.SetInt32(c4d.ID_FRACTURE_GLUE_CLUSTERSEED,1)
bc.SetFloat(c4d.ID_FRACTURE_GLUE_DISTANCE,0.1)
bc.SetBool(c4d.ID_FRACTURE_GLUE_DISTANCE_SWITCH,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_INSIDE_VERTEXMAP,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_EDGE_SELECTION,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION,True)
bc.SetBool(c4d.ID_FRACTURE_CREATE_EDGE_VERTEXMAP,True)
if __name__=='__main__':
main()
C++
#include "c4d.h"
#include "../mograph/description/omograph_fracturevoronoi.h"
void SampleFunction()
{
BaseDocument *pDoc = GetActiveDocument();
BaseObject *pObject = BaseObject::Alloc(Omograph_fracturevoronoi);
pDoc->InsertObject(pObject);
pDoc->StartUndo();
pDoc->AddUndo(UNDO_NEW,pObject);
pDoc->EndUndo();
EventAdd(EVENT_FORCEREDRAW);
//You can set parameters two different ways.
//First way
//Some objects do not store all their data in the container. You need to use GetParameter()/SetParameter() instead.
DESCFLAGS_SET flags = DESCFLAGS_SET_PARAM_SET;
pObject->SetParameter(DescID(ID_FRACTURE_COLORIZE),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATENGONS),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GAP),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GAP_INVERT),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_SHELL),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_THICKNESS),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_HOLLOW),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_AUTOCLOSE),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_SCALE),GeData(Vector(1.0,1.0,1.0)),flags);
pObject->SetParameter(DescID(ID_FRACTURE_SAVE_CACHE),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_AUTOMATIC_UPDATE),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_SHOWPOINTS),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_VIEWPORTRATIO),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_ACTIVATE_SORTORDER),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_INVERT_SORTORDER),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_SORTORDER),GeData(ID_FRACTURE_SORTORDER_X),flags);
pObject->SetParameter(DescID(ID_FRACTURE_SORTORDER_USER_VECTOR),GeData(Vector(1.0,1.0,1.0)),flags);
pObject->SetParameter(DescID(ID_FRACTURE_SORT_SPLINESTEP),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_ENABLE),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_MESH_DETAIL),GeData(1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_EDGES),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_SMOOTH_NORMALS),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES),GeData(1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_TYPE),GeData(ID_FRACTURE_DETAILING_NOISE_TYPE_BOX),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_STRENGTH),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_SEED),GeData(1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_OCTAVES),GeData(1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE),GeData(Vector(1.0,1.0,1.0)),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_LOW_CLIP),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GLUE_ACTIVATE),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GLUE_TYPE),GeData(ID_FRACTURE_GLUE_TYPE_FALLOFF),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GLUE_REST),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GLUE_CLUSTERSIZE),GeData(1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GLUE_CLUSTERSEED),GeData(1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GLUE_DISTANCE),GeData(0.1),flags);
pObject->SetParameter(DescID(ID_FRACTURE_GLUE_DISTANCE_SWITCH),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_INSIDE_VERTEXMAP),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_EDGE_SELECTION),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION),GeData(true),flags);
pObject->SetParameter(DescID(ID_FRACTURE_CREATE_EDGE_VERTEXMAP),GeData(true),flags);
pObject->Message(MSG_UPDATE);
//Second way, using the base container.
BaseContainer *bc = pObject->GetDataInstance();
bc->SetBool(ID_FRACTURE_COLORIZE,true);
bc->SetBool(ID_FRACTURE_CREATENGONS,true);
bc->SetFloat(ID_FRACTURE_GAP,0.1);
bc->SetBool(ID_FRACTURE_GAP_INVERT,true);
bc->SetBool(ID_FRACTURE_SHELL,true);
bc->SetFloat(ID_FRACTURE_THICKNESS,0.1);
bc->SetBool(ID_FRACTURE_HOLLOW,true);
bc->SetBool(ID_FRACTURE_AUTOCLOSE,true);
bc->SetVector(ID_FRACTURE_SCALE, c4d.Vector(1.0,1.0,1.0);
bc->SetBool(ID_FRACTURE_SAVE_CACHE,true);
bc->SetBool(ID_FRACTURE_AUTOMATIC_UPDATE,true);
bc->SetBool(ID_FRACTURE_AUTOMATIC_UPDATE_ANIMATION,true);
bc->SetBool(ID_FRACTURE_SHOWPOINTS,true);
bc->SetFloat(ID_FRACTURE_VIEWPORTRATIO,0.1);
bc->SetBool(ID_FRACTURE_ACTIVATE_SORTORDER,true);
bc->SetBool(ID_FRACTURE_INVERT_SORTORDER,true);
bc->SetInt32(ID_FRACTURE_SORTORDER,ID_FRACTURE_SORTORDER_X);
bc->SetVector(ID_FRACTURE_SORTORDER_USER_VECTOR, c4d.Vector(1.0,1.0,1.0);
bc->SetBool(ID_FRACTURE_SORT_SPLINESTEP,true);
bc->SetBool(ID_FRACTURE_DETAILING_ENABLE,true);
bc->SetBool(ID_FRACTURE_DETAILING_ACTIVATE_IN_VIEWPORT,true);
bc->SetInt32(ID_FRACTURE_DETAILING_MESH_DETAIL,1);
bc->SetFloat(ID_FRACTURE_DETAILING_MESH_DETAIL_LENGTH,0.1);
bc->SetBool(ID_FRACTURE_DETAILING_NOISE_EDGES,true);
bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_EDGES_FEATURE_PRESERVE,0.1);
bc->SetBool(ID_FRACTURE_DETAILING_SMOOTH_NORMALS,true);
bc->SetBool(ID_FRACTURE_DETAILING_SMOOTH_USE_ORIGINAL_EDGES,true);
bc->SetFloat(ID_FRACTURE_DETAILING_SMOOTH_NORMALS_ANGLE,0.1);
bc->SetInt32(ID_FRACTURE_DETAILING_RELAX_INSIDE_EDGES,1);
bc->SetBool(ID_FRACTURE_DETAILING_KEEP_ORIGINAL_SURFACE,true);
bc->SetInt32(ID_FRACTURE_DETAILING_NOISE_TYPE,ID_FRACTURE_DETAILING_NOISE_TYPE_BOX);
bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_STRENGTH,0.1);
bc->SetInt32(ID_FRACTURE_DETAILING_NOISE_SEED,1);
bc->SetInt32(ID_FRACTURE_DETAILING_NOISE_OCTAVES,1);
bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_GLOBAL_SCALE,0.1);
bc->SetVector(ID_FRACTURE_DETAILING_NOISE_RELATIVE_SCALE, c4d.Vector(1.0,1.0,1.0);
bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_ANIMATION_SPEED,0.1);
bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_LOW_CLIP,0.1);
bc->SetFloat(ID_FRACTURE_DETAILING_NOISE_HIGH_CLIP,0.1);
bc->SetBool(ID_FRACTURE_GLUE_ACTIVATE,true);
bc->SetInt32(ID_FRACTURE_GLUE_TYPE,ID_FRACTURE_GLUE_TYPE_FALLOFF);
bc->SetBool(ID_FRACTURE_GLUE_REST,true);
bc->SetInt32(ID_FRACTURE_GLUE_CLUSTERSIZE,1);
bc->SetInt32(ID_FRACTURE_GLUE_CLUSTERSEED,1);
bc->SetFloat(ID_FRACTURE_GLUE_DISTANCE,0.1);
bc->SetBool(ID_FRACTURE_GLUE_DISTANCE_SWITCH,true);
bc->SetBool(ID_FRACTURE_CREATE_INSIDE_FACE_SELECTION,true);
bc->SetBool(ID_FRACTURE_CREATE_INSIDE_VERTEX_SELECTION,true);
bc->SetBool(ID_FRACTURE_CREATE_INSIDE_VERTEXMAP,true);
bc->SetBool(ID_FRACTURE_CREATE_OUTSIDE_FACE_SELECTION,true);
bc->SetBool(ID_FRACTURE_CREATE_OUTSIDE_VERTEX_SELECTION,true);
bc->SetBool(ID_FRACTURE_CREATE_OUTSIDE_VERTEXMAP,true);
bc->SetBool(ID_FRACTURE_CREATE_EDGE_SELECTION,true);
bc->SetBool(ID_FRACTURE_CREATE_EDGE_VERTEX_SELECTION,true);
bc->SetBool(ID_FRACTURE_CREATE_EDGE_VERTEXMAP,true);
pObject->Message(MSG_UPDATE);
}
Buttons
This node has buttons. Buttons can manually be executed by calling the following code
Python
c4d.CallButton(obj,c4d.ID_FRACTURE_UPDATE)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATEDISTRIBUTION)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATESHADER)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATEDISTRIBUTION)
c4d.CallButton(obj,c4d.ID_FRACTURE_CREATESHADER)
c4d.CallButton(obj,c4d.ID_FRACTURE_AUTOCONNECTOR_ENABLE)
c4d.CallButton(obj,c4d.ID_FRACTURE_AUTOCONNECTOR_ADD_FALLOFF)
c4d.CallButton(obj,c4d.ID_FRACTURE_GLUE_ADD_FALLOFF)
C++
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_UPDATE);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_CREATEDISTRIBUTION);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_CREATESHADER);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_CREATEDISTRIBUTION);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_CREATESHADER);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_AUTOCONNECTOR_ENABLE);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_AUTOCONNECTOR_ADD_FALLOFF);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);
DescriptionCommand dc;
dc.id = DescID(ID_FRACTURE_GLUE_ADD_FALLOFF);
pObject->Message(MSG_DESCRIPTION_COMMAND, &dc);