Accessing Physique Vertex Assignments
To access the physique vertex assignments from a node associated with a physique modifier you must:
- Find the physique modifier within the Max scene (see the topic Finding a Physique Modifier)
- Call the physique modifier's
Animatable::GetInterface()
method to retrieve a pointer toIPhysiqueExport
. - Create a modifier context export interface (
IPhyContextExport
) by callingIPhysiqueExport::GetContextInterface()
given the original node. Remember several Objects may share a given modifier. - From
IPhyContextExport
you can create a vertex export interface (IPhyVertexExport
) for each vertex. - The vertex export interface (
IPhyVertexExport
) will be an instance of one of the following types:IPhyBlendedRigidVertex
,IPhyDeformableOffsetVertex
,IPhyFloatingVertex
,IPhyRigidVertex
. You can query what the actual type is by usingdynamic_cast
<T> where T is the type you wish to cast to, and comparing the result withNULL
.