For hair points you can do this, and then work out the subcomponent to
there corresponding Position array (sure i did something like this for some
script at TFish at some point, just taking a look at the way its layed out
looks very familiar)

hair = selObj.ActivePrimitive.GetGeometry2(1)

lm( hair.Points.SubComponent )
lm( hair.Points.PositionArray )

Im not sure what else you are wanting to retrieve, but I think if you just
do alot of looking at the SDK window and go through the parameters and
properties and Nested objects you should be able to find alot of
information that you can pull out. the help files on hair is none
existent!!!!! GAAH!!! sdk mentions a hair primitive, but in the sdk theres
no such thing.

drop me a mail if you need any help

Cheers


Bed time, aka time to do some programming of my own before falling out of
my chair into bed, strategical placed O YEAH



On Mon, Dec 3, 2012 at 9:32 PM, Jared <[email protected]> wrote:

>  Hey, lol ask the ICE Monkeys here, they're the very reason I'm doing
> this :p
>
> I need to get things like the vertex positions etc from the hair to
> re-create curves and am trying my best not to have to learn c++ in the
> process (which I'm doing anyway but its taking a little while).
>
> Any ideas?
>
> And hope you're keeping well man,
> Jared
>
>
>
> On 2012/12/03 12:17 PM, Simon Anderson wrote:
>
> Why you no use ice! XD
>
> haha.. jokes aside, what you trying to achieve, havent looked at soft hair
> in a long time.
>
> On Mon, Dec 3, 2012 at 6:01 PM, Jared <[email protected]>wrote:
>
>> RenderHairAccessor
>
>
>
>
> --
> -------------------
> Simon Ben Anderson
> blog: http://vinyldevelopment.wordpress.com/
>
>
>
> --
>  Kind Regards,
>  Jared Glass <[email protected]> | Technical Lead
>     <http://triggerfish.co.za/en>
>   <http://www.facebook.com/triggerfishanimation>
>     <http://www.twitter.com/triggerfishza>
>



-- 
-------------------
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/

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